1252 lines
60 KiB
HTML
1252 lines
60 KiB
HTML
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>McRogueFace API Reference</title>
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</head>
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<body>
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<div class="container">
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<h1>McRogueFace API Reference</h1>
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<p><em>Generated on 2025-10-30 21:14:43</em></p>
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<p><em>This documentation was dynamically generated from the compiled module.</em></p>
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<div class="toc">
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<h2>Table of Contents</h2>
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<ul>
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<li><a href="#functions">Functions</a></li>
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<li><a href="#classes">Classes</a>
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<ul>
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<li><a href="#Animation">Animation</a></li>
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<li><a href="#Caption">Caption</a></li>
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<li><a href="#Color">Color</a></li>
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<li><a href="#Drawable">Drawable</a></li>
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<li><a href="#Entity">Entity</a></li>
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<li><a href="#EntityCollection">EntityCollection</a></li>
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<li><a href="#Font">Font</a></li>
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<li><a href="#Frame">Frame</a></li>
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<li><a href="#Grid">Grid</a></li>
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<li><a href="#GridPoint">GridPoint</a></li>
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<li><a href="#GridPointState">GridPointState</a></li>
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<li><a href="#Scene">Scene</a></li>
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<li><a href="#Sprite">Sprite</a></li>
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<li><a href="#Texture">Texture</a></li>
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<li><a href="#Timer">Timer</a></li>
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<li><a href="#UICollection">UICollection</a></li>
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<li><a href="#UICollectionIter">UICollectionIter</a></li>
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<li><a href="#UIEntityCollectionIter">UIEntityCollectionIter</a></li>
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<li><a href="#Vector">Vector</a></li>
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<li><a href="#Window">Window</a></li>
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</ul>
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</li>
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<li><a href="#constants">Constants</a></li>
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</ul>
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</div>
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<h2 id="functions">Functions</h2>
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<div class="method-section">
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<h3><code class="function-signature">createScene(name: str) -> None</code></h3>
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<p>Create a new empty scene.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>name</span>: Unique name for the new scene</li>
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</ul>
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<p><span class='returns'>Returns:</span> None</p>
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<p><span class='raises'>Raises:</span> ValueError: If a scene with this name already exists The scene is created but not made active. Use setScene() to switch to it.</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">createSoundBuffer(filename: str) -> int</code></h3>
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<p>Load a sound effect from a file and return its buffer ID.</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>filename</span>: Path to the sound file (WAV, OGG, FLAC)</li>
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</ul>
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<p><span class='returns'>Returns:</span> int: Buffer ID for use with playSound()</p>
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<p><span class='raises'>Raises:</span> RuntimeError: If the file cannot be loaded</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">currentScene() -> str</code></h3>
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<p>Get the name of the currently active scene.</p>
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<p><span class='returns'>Returns:</span> str: Name of the current scene</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">delTimer(name: str) -> None</code></h3>
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<p>Stop and remove a timer.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>name</span>: Timer identifier to remove</li>
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</ul>
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<p><span class='returns'>Returns:</span> None No error is raised if the timer doesn't exist.</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">exit() -> None</code></h3>
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<p>Cleanly shut down the game engine and exit the application.
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Note:</p>
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<p><span class='returns'>Returns:</span> None This immediately closes the window and terminates the program.</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">find(name: str, scene: str = None) -> UIDrawable | None</code></h3>
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<p>Find the first UI element with the specified name.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>name</span>: Exact name to search for</li>
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<li><span class='arg-name'>scene</span>: Scene to search in (default: current scene)</li>
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</ul>
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<p><span class='returns'>Returns:</span> Frame, Caption, Sprite, Grid, or Entity if found; None otherwise Searches scene UI elements and entities within grids.</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">findAll(pattern: str, scene: str = None) -> list</code></h3>
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<p>Find all UI elements matching a name pattern.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>pattern</span>: Name pattern with optional wildcards (* matches any characters)</li>
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<li><span class='arg-name'>scene</span>: Scene to search in (default: current scene)</li>
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</ul>
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<p><span class='returns'>Returns:</span> list: All matching UI elements and entities</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">getMetrics() -> dict</code></h3>
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<p>Get current performance metrics.</p>
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<p><span class='returns'>Returns:</span> dict: Performance data with keys: frame_time (last frame duration in seconds), avg_frame_time (average frame time), fps (frames per second), draw_calls (number of draw calls), ui_elements (total UI element count), visible_elements (visible element count), current_frame (frame counter), runtime (total runtime in seconds)</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">getMusicVolume() -> int</code></h3>
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<p>Get the current music volume level.</p>
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<p><span class='returns'>Returns:</span> int: Current volume (0-100)</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">getSoundVolume() -> int</code></h3>
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<p>Get the current sound effects volume level.</p>
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<p><span class='returns'>Returns:</span> int: Current volume (0-100)</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">keypressScene(handler: callable) -> None</code></h3>
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<p>Set the keyboard event handler for the current scene.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>handler</span>: Callable that receives (key_name: str, is_pressed: bool)</li>
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</ul>
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<p><span class='returns'>Returns:</span> None</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">loadMusic(filename: str) -> None</code></h3>
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<p>Load and immediately play background music from a file.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>filename</span>: Path to the music file (WAV, OGG, FLAC)</li>
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</ul>
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<p><span class='returns'>Returns:</span> None Only one music track can play at a time. Loading new music stops the current track.</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">playSound(buffer_id: int) -> None</code></h3>
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<p>Play a sound effect using a previously loaded buffer.</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>buffer_id</span>: Sound buffer ID returned by createSoundBuffer()</li>
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</ul>
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<p><span class='returns'>Returns:</span> None</p>
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<p><span class='raises'>Raises:</span> RuntimeError: If the buffer ID is invalid</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">sceneUI(scene: str = None) -> list</code></h3>
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<p>Get all UI elements for a scene.</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>scene</span>: Scene name. If None, uses current scene</li>
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</ul>
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<p><span class='returns'>Returns:</span> list: All UI elements (Frame, Caption, Sprite, Grid) in the scene</p>
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<p><span class='raises'>Raises:</span> KeyError: If the specified scene doesn't exist</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">setMusicVolume(volume: int) -> None</code></h3>
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<p>Set the global music volume.</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>volume</span>: Volume level from 0 (silent) to 100 (full volume)</li>
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</ul>
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<p><span class='returns'>Returns:</span> None</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">setScale(multiplier: float) -> None</code></h3>
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<p>Scale the game window size.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>multiplier</span>: Scale factor (e.g., 2.0 for double size)</li>
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</ul>
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<p><span class='returns'>Returns:</span> None The internal resolution remains 1024x768, but the window is scaled. This is deprecated - use Window.resolution instead.</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">setScene(scene: str, transition: str = None, duration: float = 0.0) -> None</code></h3>
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<p>Switch to a different scene with optional transition effect.</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>scene</span>: Name of the scene to switch to</li>
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<li><span class='arg-name'>transition</span>: Transition type ('fade', 'slide_left', 'slide_right', 'slide_up', 'slide_down')</li>
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<li><span class='arg-name'>duration</span>: Transition duration in seconds (default: 0.0 for instant)</li>
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</ul>
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<p><span class='returns'>Returns:</span> None</p>
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<p><span class='raises'>Raises:</span> KeyError: If the scene doesn't exist ValueError: If the transition type is invalid</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">setSoundVolume(volume: int) -> None</code></h3>
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<p>Set the global sound effects volume.</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>volume</span>: Volume level from 0 (silent) to 100 (full volume)</li>
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</ul>
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<p><span class='returns'>Returns:</span> None</p>
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</div>
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<div class="method-section">
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<h3><code class="function-signature">setTimer(name: str, handler: callable, interval: int) -> None</code></h3>
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<p>Create or update a recurring timer.
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Note:</p>
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<h4>Arguments:</h4>
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<ul>
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<li><span class='arg-name'>name</span>: Unique identifier for the timer</li>
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<li><span class='arg-name'>handler</span>: Function called with (runtime: float) parameter</li>
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<li><span class='arg-name'>interval</span>: Time between calls in milliseconds</li>
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</ul>
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<p><span class='returns'>Returns:</span> None If a timer with this name exists, it will be replaced. The handler receives the total runtime in seconds as its argument.</p>
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</div>
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<h2 id='classes'>Classes</h2>
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<div class="method-section">
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<h3 id="Animation"><span class="class-name">Animation</span></h3>
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<p>Animation object for animating UI properties</p>
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<h4>Methods:</h4>
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<div style="margin-left: 20px; margin-bottom: 15px;">
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<h5><code class="method-name">complete() -> None</code></h5>
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<p>Complete the animation immediately by jumping to the final value.
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Note:</p>
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<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None Sets elapsed = duration and applies target value immediately. Completion callback will be called if set.</p>
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</div>
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<div style="margin-left: 20px; margin-bottom: 15px;">
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<h5><code class="method-name">get_current_value() -> Any</code></h5>
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<p>Get the current interpolated value of the animation.
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Note:</p>
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<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Any: Current value (type depends on property: float, int, Color tuple, Vector tuple, or str) Return type matches the target property type. For sprite_index returns int, for pos returns (x, y), for fill_color returns (r, g, b, a).</p>
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</div>
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<div style="margin-left: 20px; margin-bottom: 15px;">
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<h5><code class="method-name">hasValidTarget() -> bool</code></h5>
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<p>Check if the animation still has a valid target.
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Note:</p>
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<p style='margin-left: 20px;'><span class='returns'>Returns:</span> bool: True if the target still exists, False if it was destroyed Animations automatically clean up when targets are destroyed. Use this to check if manual cleanup is needed.</p>
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</div>
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<div style="margin-left: 20px; margin-bottom: 15px;">
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<h5><code class="method-name">start(target: UIDrawable) -> None</code></h5>
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<p>Start the animation on a target UI element.
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Note:</p>
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<div style='margin-left: 20px;'>
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<div><span class='arg-name'>target</span>: The UI element to animate (Frame, Caption, Sprite, Grid, or Entity)</div>
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</div>
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<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None The animation will automatically stop if the target is destroyed. Call AnimationManager.update(delta_time) each frame to progress animations.</p>
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</div>
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<div style="margin-left: 20px; margin-bottom: 15px;">
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<h5><code class="method-name">update(delta_time: float) -> bool</code></h5>
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<p>Update the animation by the given time delta.
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Note:</p>
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<div style='margin-left: 20px;'>
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<div><span class='arg-name'>delta_time</span>: Time elapsed since last update in seconds</div>
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</div>
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<p style='margin-left: 20px;'><span class='returns'>Returns:</span> bool: True if animation is still running, False if complete Typically called by AnimationManager automatically. Manual calls only needed for custom animation control.</p>
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</div>
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</div>
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<div class="method-section">
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<h3 id="Caption"><span class="class-name">Caption</span></h3>
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<p><em>Inherits from: Drawable</em></p>
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<p>Caption(pos=None, font=None, text='', **kwargs)
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A text display UI element with customizable font and styling.
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Args:
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pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
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font (Font, optional): Font object for text rendering. Default: engine default font
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text (str, optional): The text content to display. Default: ''
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Keyword Args:
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fill_color (Color): Text fill color. Default: (255, 255, 255, 255)
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outline_color (Color): Text outline color. Default: (0, 0, 0, 255)
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outline (float): Text outline thickness. Default: 0
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font_size (float): Font size in points. Default: 16
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click (callable): Click event handler. Default: None
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visible (bool): Visibility state. Default: True
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opacity (float): Opacity (0.0-1.0). Default: 1.0
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z_index (int): Rendering order. Default: 0
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name (str): Element name for finding. Default: None
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x (float): X position override. Default: 0
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y (float): Y position override. Default: 0
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Attributes:
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text (str): The displayed text content
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x, y (float): Position in pixels
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pos (Vector): Position as a Vector object
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font (Font): Font used for rendering
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font_size (float): Font size in points
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fill_color, outline_color (Color): Text appearance
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outline (float): Outline thickness
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click (callable): Click event handler
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visible (bool): Visibility state
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opacity (float): Opacity value
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z_index (int): Rendering order
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name (str): Element name
|
|
w, h (float): Read-only computed size based on text and font</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_bounds() -> tuple</code></h5>
|
|
<p>Get the bounding rectangle of this drawable element.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> tuple: (x, y, width, height) representing the element's bounds The bounds are in screen coordinates and account for current position and size.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">move(dx: float, dy: float) -> None</code></h5>
|
|
<p>Move the element by a relative offset.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>dx</span>: Horizontal offset in pixels</div>
|
|
<div><span class='arg-name'>dy</span>: Vertical offset in pixels</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">resize(width: float, height: float) -> None</code></h5>
|
|
<p>Resize the element to new dimensions.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>width</span>: New width in pixels</div>
|
|
<div><span class='arg-name'>height</span>: New height in pixels</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Color"><span class="class-name">Color</span></h3>
|
|
<p>SFML Color Object</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">from_hex(hex_string: str) -> Color</code></h5>
|
|
<p>Create a Color from a hexadecimal string.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>hex_string</span>: Hex color string (e.g., '#FF0000', 'FF0000', '#AABBCCDD' for RGBA)</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Color: New Color object with values from hex string</p>
|
|
<p style='margin-left: 20px;'><span class='raises'>Raises:</span> ValueError: If hex string is not 6 or 8 characters (RGB or RGBA) This is a class method. Call as Color.from_hex('#FF0000')</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">lerp(other: Color, t: float) -> Color</code></h5>
|
|
<p>Linearly interpolate between this color and another.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>other</span>: The target Color to interpolate towards</div>
|
|
<div><span class='arg-name'>t</span>: Interpolation factor (0.0 = this color, 1.0 = other color). Automatically clamped to [0.0, 1.0]</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Color: New Color representing the interpolated value All components (r, g, b, a) are interpolated independently</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">to_hex() -> str</code></h5>
|
|
<p>Convert this Color to a hexadecimal string.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> str: Hex string in format '#RRGGBB' or '#RRGGBBAA' (if alpha < 255) Alpha component is only included if not fully opaque (< 255)</p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Drawable"><span class="class-name">Drawable</span></h3>
|
|
<p>Base class for all drawable UI elements</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_bounds() -> tuple</code></h5>
|
|
<p>Get the bounding rectangle of this drawable element.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> tuple: (x, y, width, height) representing the element's bounds The bounds are in screen coordinates and account for current position and size.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">move(dx: float, dy: float) -> None</code></h5>
|
|
<p>Move the element by a relative offset.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>dx</span>: Horizontal offset in pixels</div>
|
|
<div><span class='arg-name'>dy</span>: Vertical offset in pixels</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">resize(width: float, height: float) -> None</code></h5>
|
|
<p>Resize the element to new dimensions.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>width</span>: New width in pixels</div>
|
|
<div><span class='arg-name'>height</span>: New height in pixels</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Entity"><span class="class-name">Entity</span></h3>
|
|
<p>Entity(grid_pos=None, texture=None, sprite_index=0, **kwargs)
|
|
|
|
A game entity that exists on a grid with sprite rendering.
|
|
|
|
Args:
|
|
grid_pos (tuple, optional): Grid position as (x, y) tuple. Default: (0, 0)
|
|
texture (Texture, optional): Texture object for sprite. Default: default texture
|
|
sprite_index (int, optional): Index into texture atlas. Default: 0
|
|
|
|
Keyword Args:
|
|
grid (Grid): Grid to attach entity to. Default: None
|
|
visible (bool): Visibility state. Default: True
|
|
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
name (str): Element name for finding. Default: None
|
|
x (float): X grid position override. Default: 0
|
|
y (float): Y grid position override. Default: 0
|
|
|
|
Attributes:
|
|
pos (tuple): Grid position as (x, y) tuple
|
|
x, y (float): Grid position coordinates
|
|
draw_pos (tuple): Pixel position for rendering
|
|
gridstate (GridPointState): Visibility state for grid points
|
|
sprite_index (int): Current sprite index
|
|
visible (bool): Visibility state
|
|
opacity (float): Opacity value
|
|
name (str): Element name</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">at(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">die(...)</code></h5>
|
|
<p>Remove this entity from its grid</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_bounds() -> tuple</code></h5>
|
|
<p>Get the bounding rectangle of this drawable element.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> tuple: (x, y, width, height) representing the element's bounds The bounds are in screen coordinates and account for current position and size.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">index(...)</code></h5>
|
|
<p>Return the index of this entity in its grid's entity collection</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">move(dx: float, dy: float) -> None</code></h5>
|
|
<p>Move the element by a relative offset.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>dx</span>: Horizontal offset in pixels</div>
|
|
<div><span class='arg-name'>dy</span>: Vertical offset in pixels</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">path_to(x: int, y: int) -> bool</code></h5>
|
|
<p>Find and follow path to target position using A* pathfinding.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>x</span>: Target X coordinate</div>
|
|
<div><span class='arg-name'>y</span>: Target Y coordinate</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> True if a path was found and the entity started moving, False otherwise The entity will automatically move along the path over multiple frames. Call this again to change the target or repath.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">resize(width: float, height: float) -> None</code></h5>
|
|
<p>Resize the element to new dimensions.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>width</span>: New width in pixels</div>
|
|
<div><span class='arg-name'>height</span>: New height in pixels</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">update_visibility() -> None</code></h5>
|
|
<p>Update entity's visibility state based on current FOV.
|
|
Recomputes which cells are visible from the entity's position and updates
|
|
the entity's gridstate to track explored areas. This is called automatically
|
|
when the entity moves if it has a grid with perspective set.</p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="EntityCollection"><span class="class-name">EntityCollection</span></h3>
|
|
<p>Iterable, indexable collection of Entities</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">append(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">count(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">extend(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">index(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">remove(...)</code></h5>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Font"><span class="class-name">Font</span></h3>
|
|
<p>SFML Font Object</p>
|
|
<h4>Methods:</h4>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Frame"><span class="class-name">Frame</span></h3>
|
|
<p><em>Inherits from: Drawable</em></p>
|
|
<p>Frame(pos=None, size=None, **kwargs)
|
|
|
|
A rectangular frame UI element that can contain other drawable elements.
|
|
|
|
Args:
|
|
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
|
|
size (tuple, optional): Size as (width, height) tuple. Default: (0, 0)
|
|
|
|
Keyword Args:
|
|
fill_color (Color): Background fill color. Default: (0, 0, 0, 128)
|
|
outline_color (Color): Border outline color. Default: (255, 255, 255, 255)
|
|
outline (float): Border outline thickness. Default: 0
|
|
click (callable): Click event handler. Default: None
|
|
children (list): Initial list of child drawable elements. Default: None
|
|
visible (bool): Visibility state. Default: True
|
|
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
z_index (int): Rendering order. Default: 0
|
|
name (str): Element name for finding. Default: None
|
|
x (float): X position override. Default: 0
|
|
y (float): Y position override. Default: 0
|
|
w (float): Width override. Default: 0
|
|
h (float): Height override. Default: 0
|
|
clip_children (bool): Whether to clip children to frame bounds. Default: False
|
|
|
|
Attributes:
|
|
x, y (float): Position in pixels
|
|
w, h (float): Size in pixels
|
|
pos (Vector): Position as a Vector object
|
|
fill_color, outline_color (Color): Visual appearance
|
|
outline (float): Border thickness
|
|
click (callable): Click event handler
|
|
children (list): Collection of child drawable elements
|
|
visible (bool): Visibility state
|
|
opacity (float): Opacity value
|
|
z_index (int): Rendering order
|
|
name (str): Element name
|
|
clip_children (bool): Whether to clip children to frame bounds</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_bounds() -> tuple</code></h5>
|
|
<p>Get the bounding rectangle of this drawable element.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> tuple: (x, y, width, height) representing the element's bounds The bounds are in screen coordinates and account for current position and size.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">move(dx: float, dy: float) -> None</code></h5>
|
|
<p>Move the element by a relative offset.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>dx</span>: Horizontal offset in pixels</div>
|
|
<div><span class='arg-name'>dy</span>: Vertical offset in pixels</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">resize(width: float, height: float) -> None</code></h5>
|
|
<p>Resize the element to new dimensions.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>width</span>: New width in pixels</div>
|
|
<div><span class='arg-name'>height</span>: New height in pixels</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Grid"><span class="class-name">Grid</span></h3>
|
|
<p><em>Inherits from: Drawable</em></p>
|
|
<p>Grid(pos=None, size=None, grid_size=None, texture=None, **kwargs)
|
|
|
|
A grid-based UI element for tile-based rendering and entity management.
|
|
|
|
Args:
|
|
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
|
|
size (tuple, optional): Size as (width, height) tuple. Default: auto-calculated from grid_size
|
|
grid_size (tuple, optional): Grid dimensions as (grid_x, grid_y) tuple. Default: (2, 2)
|
|
texture (Texture, optional): Texture containing tile sprites. Default: default texture
|
|
|
|
Keyword Args:
|
|
fill_color (Color): Background fill color. Default: None
|
|
click (callable): Click event handler. Default: None
|
|
center_x (float): X coordinate of center point. Default: 0
|
|
center_y (float): Y coordinate of center point. Default: 0
|
|
zoom (float): Zoom level for rendering. Default: 1.0
|
|
perspective (int): Entity perspective index (-1 for omniscient). Default: -1
|
|
visible (bool): Visibility state. Default: True
|
|
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
z_index (int): Rendering order. Default: 0
|
|
name (str): Element name for finding. Default: None
|
|
x (float): X position override. Default: 0
|
|
y (float): Y position override. Default: 0
|
|
w (float): Width override. Default: auto-calculated
|
|
h (float): Height override. Default: auto-calculated
|
|
grid_x (int): Grid width override. Default: 2
|
|
grid_y (int): Grid height override. Default: 2
|
|
|
|
Attributes:
|
|
x, y (float): Position in pixels
|
|
w, h (float): Size in pixels
|
|
pos (Vector): Position as a Vector object
|
|
size (tuple): Size as (width, height) tuple
|
|
center (tuple): Center point as (x, y) tuple
|
|
center_x, center_y (float): Center point coordinates
|
|
zoom (float): Zoom level for rendering
|
|
grid_size (tuple): Grid dimensions (width, height) in tiles
|
|
grid_x, grid_y (int): Grid dimensions
|
|
texture (Texture): Tile texture atlas
|
|
fill_color (Color): Background color
|
|
entities (EntityCollection): Collection of entities in the grid
|
|
perspective (int): Entity perspective index
|
|
click (callable): Click event handler
|
|
visible (bool): Visibility state
|
|
opacity (float): Opacity value
|
|
z_index (int): Rendering order
|
|
name (str): Element name</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">at(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">compute_astar_path(x1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]</code></h5>
|
|
<p>Compute A* path between two points.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>x1</span>: Starting X coordinate</div>
|
|
<div><span class='arg-name'>y1</span>: Starting Y coordinate</div>
|
|
<div><span class='arg-name'>x2</span>: Target X coordinate</div>
|
|
<div><span class='arg-name'>y2</span>: Target Y coordinate</div>
|
|
<div><span class='arg-name'>diagonal_cost</span>: Cost of diagonal movement (default: 1.41)</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> List of (x, y) tuples representing the path, empty list if no path exists Alternative A* implementation. Prefer find_path() for consistency.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">compute_dijkstra(root_x: int, root_y: int, diagonal_cost: float = 1.41) -> None</code></h5>
|
|
<p>Compute Dijkstra map from root position.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>root_x</span>: X coordinate of the root/target</div>
|
|
<div><span class='arg-name'>root_y</span>: Y coordinate of the root/target</div>
|
|
<div><span class='arg-name'>diagonal_cost</span>: Cost of diagonal movement (default: 1.41)</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> List[Tuple[int, int, bool, bool]]</code></h5>
|
|
<p>Compute field of view from a position and return visible cells.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>x</span>: X coordinate of the viewer</div>
|
|
<div><span class='arg-name'>y</span>: Y coordinate of the viewer</div>
|
|
<div><span class='arg-name'>radius</span>: Maximum view distance (0 = unlimited)</div>
|
|
<div><span class='arg-name'>light_walls</span>: Whether walls are lit when visible</div>
|
|
<div><span class='arg-name'>algorithm</span>: FOV algorithm to use (FOV_BASIC, FOV_DIAMOND, FOV_SHADOW, FOV_PERMISSIVE_0-8)</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> List of tuples (x, y, visible, discovered) for all visible cells: - x, y: Grid coordinates - visible: True (all returned cells are visible) - discovered: True (FOV implies discovery) Also updates the internal FOV state for use with is_in_fov().</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">find_path(x1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]</code></h5>
|
|
<p>Find A* path between two points.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>x1</span>: Starting X coordinate</div>
|
|
<div><span class='arg-name'>y1</span>: Starting Y coordinate</div>
|
|
<div><span class='arg-name'>x2</span>: Target X coordinate</div>
|
|
<div><span class='arg-name'>y2</span>: Target Y coordinate</div>
|
|
<div><span class='arg-name'>diagonal_cost</span>: Cost of diagonal movement (default: 1.41)</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> List of (x, y) tuples representing the path, empty list if no path exists Uses A* algorithm with walkability from grid cells.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_bounds() -> tuple</code></h5>
|
|
<p>Get the bounding rectangle of this drawable element.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> tuple: (x, y, width, height) representing the element's bounds The bounds are in screen coordinates and account for current position and size.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_dijkstra_distance(x: int, y: int) -> Optional[float]</code></h5>
|
|
<p>Get distance from Dijkstra root to position.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>x</span>: X coordinate to query</div>
|
|
<div><span class='arg-name'>y</span>: Y coordinate to query</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Distance as float, or None if position is unreachable or invalid Must call compute_dijkstra() first.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_dijkstra_path(x: int, y: int) -> List[Tuple[int, int]]</code></h5>
|
|
<p>Get path from position to Dijkstra root.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>x</span>: Starting X coordinate</div>
|
|
<div><span class='arg-name'>y</span>: Starting Y coordinate</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> List of (x, y) tuples representing path to root, empty if unreachable Must call compute_dijkstra() first. Path includes start but not root position.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">is_in_fov(x: int, y: int) -> bool</code></h5>
|
|
<p>Check if a cell is in the field of view.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>x</span>: X coordinate to check</div>
|
|
<div><span class='arg-name'>y</span>: Y coordinate to check</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> True if the cell is visible, False otherwise Must call compute_fov() first to calculate visibility.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">move(dx: float, dy: float) -> None</code></h5>
|
|
<p>Move the element by a relative offset.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>dx</span>: Horizontal offset in pixels</div>
|
|
<div><span class='arg-name'>dy</span>: Vertical offset in pixels</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">resize(width: float, height: float) -> None</code></h5>
|
|
<p>Resize the element to new dimensions.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>width</span>: New width in pixels</div>
|
|
<div><span class='arg-name'>height</span>: New height in pixels</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="GridPoint"><span class="class-name">GridPoint</span></h3>
|
|
<p>UIGridPoint object</p>
|
|
<h4>Methods:</h4>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="GridPointState"><span class="class-name">GridPointState</span></h3>
|
|
<p>UIGridPointState object</p>
|
|
<h4>Methods:</h4>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Scene"><span class="class-name">Scene</span></h3>
|
|
<p>Base class for object-oriented scenes</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">activate() -> None</code></h5>
|
|
<p>Make this the active scene.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None Deactivates the current scene and activates this one. Scene transitions and lifecycle callbacks are triggered.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_ui() -> UICollection</code></h5>
|
|
<p>Get the UI element collection for this scene.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> UICollection: Collection of UI elements (Frames, Captions, Sprites, Grids) in this scene Use to add, remove, or iterate over UI elements. Changes are reflected immediately.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">register_keyboard(callback: callable) -> None</code></h5>
|
|
<p>Register a keyboard event handler function.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>callback</span>: Function that receives (key: str, pressed: bool) when keyboard events occur</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None Alternative to overriding on_keypress() method. Handler is called for both key press and release events.</p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Sprite"><span class="class-name">Sprite</span></h3>
|
|
<p><em>Inherits from: Drawable</em></p>
|
|
<p>Sprite(pos=None, texture=None, sprite_index=0, **kwargs)
|
|
|
|
A sprite UI element that displays a texture or portion of a texture atlas.
|
|
|
|
Args:
|
|
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
|
|
texture (Texture, optional): Texture object to display. Default: default texture
|
|
sprite_index (int, optional): Index into texture atlas. Default: 0
|
|
|
|
Keyword Args:
|
|
scale (float): Uniform scale factor. Default: 1.0
|
|
scale_x (float): Horizontal scale factor. Default: 1.0
|
|
scale_y (float): Vertical scale factor. Default: 1.0
|
|
click (callable): Click event handler. Default: None
|
|
visible (bool): Visibility state. Default: True
|
|
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
z_index (int): Rendering order. Default: 0
|
|
name (str): Element name for finding. Default: None
|
|
x (float): X position override. Default: 0
|
|
y (float): Y position override. Default: 0
|
|
|
|
Attributes:
|
|
x, y (float): Position in pixels
|
|
pos (Vector): Position as a Vector object
|
|
texture (Texture): The texture being displayed
|
|
sprite_index (int): Current sprite index in texture atlas
|
|
scale (float): Uniform scale factor
|
|
scale_x, scale_y (float): Individual scale factors
|
|
click (callable): Click event handler
|
|
visible (bool): Visibility state
|
|
opacity (float): Opacity value
|
|
z_index (int): Rendering order
|
|
name (str): Element name
|
|
w, h (float): Read-only computed size based on texture and scale</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get_bounds() -> tuple</code></h5>
|
|
<p>Get the bounding rectangle of this drawable element.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> tuple: (x, y, width, height) representing the element's bounds The bounds are in screen coordinates and account for current position and size.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">move(dx: float, dy: float) -> None</code></h5>
|
|
<p>Move the element by a relative offset.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>dx</span>: Horizontal offset in pixels</div>
|
|
<div><span class='arg-name'>dy</span>: Vertical offset in pixels</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">resize(width: float, height: float) -> None</code></h5>
|
|
<p>Resize the element to new dimensions.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>width</span>: New width in pixels</div>
|
|
<div><span class='arg-name'>height</span>: New height in pixels</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Texture"><span class="class-name">Texture</span></h3>
|
|
<p>SFML Texture Object</p>
|
|
<h4>Methods:</h4>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Timer"><span class="class-name">Timer</span></h3>
|
|
<p>Timer(name, callback, interval, once=False)
|
|
|
|
Create a timer that calls a function at regular intervals.
|
|
|
|
Args:
|
|
name (str): Unique identifier for the timer
|
|
callback (callable): Function to call - receives (timer, runtime) args
|
|
interval (int): Time between calls in milliseconds
|
|
once (bool): If True, timer stops after first call. Default: False
|
|
|
|
Attributes:
|
|
interval (int): Time between calls in milliseconds
|
|
remaining (int): Time until next call in milliseconds (read-only)
|
|
paused (bool): Whether timer is paused (read-only)
|
|
active (bool): Whether timer is active and not paused (read-only)
|
|
callback (callable): The callback function
|
|
once (bool): Whether timer stops after firing once
|
|
|
|
Methods:
|
|
pause(): Pause the timer, preserving time remaining
|
|
resume(): Resume a paused timer
|
|
cancel(): Stop and remove the timer
|
|
restart(): Reset timer to start from beginning
|
|
|
|
Example:
|
|
def on_timer(timer, runtime):
|
|
print(f'Timer {timer} fired at {runtime}ms')
|
|
if runtime > 5000:
|
|
timer.cancel()
|
|
|
|
timer = mcrfpy.Timer('my_timer', on_timer, 1000)
|
|
timer.pause() # Pause timer
|
|
timer.resume() # Resume timer
|
|
timer.once = True # Make it one-shot</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">cancel() -> None</code></h5>
|
|
<p>Cancel the timer and remove it from the timer system.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None The timer will no longer fire and cannot be restarted. The callback will not be called again.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">pause() -> None</code></h5>
|
|
<p>Pause the timer, preserving the time remaining until next trigger.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None The timer can be resumed later with resume(). Time spent paused does not count toward the interval.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">restart() -> None</code></h5>
|
|
<p>Restart the timer from the beginning.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None Resets the timer to fire after a full interval from now, regardless of remaining time.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">resume() -> None</code></h5>
|
|
<p>Resume a paused timer from where it left off.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None Has no effect if the timer is not paused. Timer will fire after the remaining time elapses.</p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="UICollection"><span class="class-name">UICollection</span></h3>
|
|
<p>Iterable, indexable collection of UI objects</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">append(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">count(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">extend(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">index(...)</code></h5>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">remove(...)</code></h5>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="UICollectionIter"><span class="class-name">UICollectionIter</span></h3>
|
|
<p>Iterator for a collection of UI objects</p>
|
|
<h4>Methods:</h4>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="UIEntityCollectionIter"><span class="class-name">UIEntityCollectionIter</span></h3>
|
|
<p>Iterator for a collection of UI objects</p>
|
|
<h4>Methods:</h4>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Vector"><span class="class-name">Vector</span></h3>
|
|
<p>SFML Vector Object</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">angle() -> float</code></h5>
|
|
<p>Get the angle of this vector in radians.</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> float: Angle in radians from positive x-axis</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">copy() -> Vector</code></h5>
|
|
<p>Create a copy of this vector.</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Vector: New Vector object with same x and y values</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">distance_to(other: Vector) -> float</code></h5>
|
|
<p>Calculate the distance to another vector.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>other</span>: The other vector</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> float: Distance between the two vectors</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">dot(other: Vector) -> float</code></h5>
|
|
<p>Calculate the dot product with another vector.</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>other</span>: The other vector</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> float: Dot product of the two vectors</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">magnitude() -> float</code></h5>
|
|
<p>Calculate the length/magnitude of this vector.</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> float: The magnitude of the vector</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">magnitude_squared() -> float</code></h5>
|
|
<p>Calculate the squared magnitude of this vector.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> float: The squared magnitude (faster than magnitude()) Use this for comparisons to avoid expensive square root calculation.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">normalize() -> Vector</code></h5>
|
|
<p>Return a unit vector in the same direction.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Vector: New normalized vector with magnitude 1.0 For zero vectors (magnitude 0.0), returns a zero vector rather than raising an exception</p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="method-section">
|
|
<h3 id="Window"><span class="class-name">Window</span></h3>
|
|
<p>Window singleton for accessing and modifying the game window properties</p>
|
|
<h4>Methods:</h4>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">center() -> None</code></h5>
|
|
<p>Center the window on the screen.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> None Only works in windowed mode. Has no effect when fullscreen or in headless mode.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">get() -> Window</code></h5>
|
|
<p>Get the Window singleton instance.
|
|
|
|
Note:</p>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Window: The global window object This is a class method. Call as Window.get(). There is only one window instance per application.</p>
|
|
</div>
|
|
|
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
<h5><code class="method-name">screenshot(filename: str = None) -> bytes | None</code></h5>
|
|
<p>Take a screenshot of the current window contents.
|
|
|
|
Note:</p>
|
|
<div style='margin-left: 20px;'>
|
|
<div><span class='arg-name'>filename</span>: Optional path to save screenshot. If omitted, returns raw RGBA bytes.</div>
|
|
</div>
|
|
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> bytes | None: Raw RGBA pixel data if no filename given, otherwise None after saving Screenshot is taken at the actual window resolution. Use after render loop update for current frame.</p>
|
|
</div>
|
|
</div>
|
|
|
|
<h2 id='constants'>Constants</h2>
|
|
<ul>
|
|
<li><code>FOV_BASIC</code> (int): 0</li>
|
|
<li><code>FOV_DIAMOND</code> (int): 1</li>
|
|
<li><code>FOV_PERMISSIVE_0</code> (int): 3</li>
|
|
<li><code>FOV_PERMISSIVE_1</code> (int): 4</li>
|
|
<li><code>FOV_PERMISSIVE_2</code> (int): 5</li>
|
|
<li><code>FOV_PERMISSIVE_3</code> (int): 6</li>
|
|
<li><code>FOV_PERMISSIVE_4</code> (int): 7</li>
|
|
<li><code>FOV_PERMISSIVE_5</code> (int): 8</li>
|
|
<li><code>FOV_PERMISSIVE_6</code> (int): 9</li>
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<li><code>FOV_PERMISSIVE_7</code> (int): 10</li>
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<li><code>FOV_PERMISSIVE_8</code> (int): 11</li>
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<li><code>FOV_RESTRICTIVE</code> (int): 12</li>
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<li><code>FOV_SHADOW</code> (int): 2</li>
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</ul>
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|
|
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</div>
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</body>
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</html>
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