McRogueFace/docs/api_reference_dynamic.html

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<h1>McRogueFace API Reference</h1>
<p><em>Generated on 2025-11-29 10:12:05</em></p>
<p><em>This documentation was dynamically generated from the compiled module.</em></p>
<div class="toc">
<h2>Table of Contents</h2>
<ul>
<li><a href="#functions">Functions</a></li>
<li><a href="#classes">Classes</a>
<ul>
<li><a href="#Animation">Animation</a></li>
<li><a href="#Arc">Arc</a></li>
<li><a href="#Caption">Caption</a></li>
<li><a href="#Circle">Circle</a></li>
<li><a href="#Color">Color</a></li>
<li><a href="#ColorLayer">ColorLayer</a></li>
<li><a href="#Drawable">Drawable</a></li>
<li><a href="#Entity">Entity</a></li>
<li><a href="#EntityCollection">EntityCollection</a></li>
<li><a href="#Font">Font</a></li>
<li><a href="#Frame">Frame</a></li>
<li><a href="#Grid">Grid</a></li>
<li><a href="#GridPoint">GridPoint</a></li>
<li><a href="#GridPointState">GridPointState</a></li>
<li><a href="#Line">Line</a></li>
<li><a href="#Scene">Scene</a></li>
<li><a href="#Sprite">Sprite</a></li>
<li><a href="#Texture">Texture</a></li>
<li><a href="#TileLayer">TileLayer</a></li>
<li><a href="#Timer">Timer</a></li>
<li><a href="#UICollection">UICollection</a></li>
<li><a href="#UICollectionIter">UICollectionIter</a></li>
<li><a href="#UIEntityCollectionIter">UIEntityCollectionIter</a></li>
<li><a href="#Vector">Vector</a></li>
<li><a href="#Window">Window</a></li>
</ul>
</li>
<li><a href="#constants">Constants</a></li>
</ul>
</div>
<h2 id="functions">Functions</h2>
<div class="method-section">
<h3><code class="function-signature">createScene(name: str) -> None</code></h3>
<p>Create a new empty scene.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Unique name for the new scene</li>
</ul>
<p><span class='returns'>Returns:</span> None</p>
<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>
</div>
<div class="method-section">
<h3><code class="function-signature">createSoundBuffer(filename: str) -> int</code></h3>
<p>Load a sound effect from a file and return its buffer ID.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>filename</span>: Path to the sound file (WAV, OGG, FLAC)</li>
</ul>
<p><span class='returns'>Returns:</span> int: Buffer ID for use with playSound()</p>
<p><span class='raises'>Raises:</span> RuntimeError: If the file cannot be loaded</p>
</div>
<div class="method-section">
<h3><code class="function-signature">currentScene() -> str</code></h3>
<p>Get the name of the currently active scene.</p>
<p><span class='returns'>Returns:</span> str: Name of the current scene</p>
</div>
<div class="method-section">
<h3><code class="function-signature">delTimer(name: str) -> None</code></h3>
<p>Stop and remove a timer.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Timer identifier to remove</li>
</ul>
<p><span class='returns'>Returns:</span> None No error is raised if the timer doesn&#x27;t exist.</p>
</div>
<div class="method-section">
<h3><code class="function-signature">end_benchmark() -> str</code></h3>
<p>Stop benchmark capture and write data to JSON file.
Note:</p>
<p><span class='returns'>Returns:</span> str: The filename of the written benchmark data</p>
<p><span class='raises'>Raises:</span> RuntimeError: If no benchmark is currently running Returns the auto-generated filename (e.g., &#x27;benchmark_12345_20250528_143022.json&#x27;)</p>
</div>
<div class="method-section">
<h3><code class="function-signature">exit() -> None</code></h3>
<p>Cleanly shut down the game engine and exit the application.
Note:</p>
<p><span class='returns'>Returns:</span> None This immediately closes the window and terminates the program.</p>
</div>
<div class="method-section">
<h3><code class="function-signature">find(name: str, scene: str = None) -> UIDrawable | None</code></h3>
<p>Find the first UI element with the specified name.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Exact name to search for</li>
<li><span class='arg-name'>scene</span>: Scene to search in (default: current scene)</li>
</ul>
<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>
</div>
<div class="method-section">
<h3><code class="function-signature">findAll(pattern: str, scene: str = None) -> list</code></h3>
<p>Find all UI elements matching a name pattern.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>pattern</span>: Name pattern with optional wildcards (* matches any characters)</li>
<li><span class='arg-name'>scene</span>: Scene to search in (default: current scene)</li>
</ul>
<p><span class='returns'>Returns:</span> list: All matching UI elements and entities</p>
</div>
<div class="method-section">
<h3><code class="function-signature">getMetrics() -> dict</code></h3>
<p>Get current performance metrics.</p>
<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>
</div>
<div class="method-section">
<h3><code class="function-signature">getMusicVolume() -> int</code></h3>
<p>Get the current music volume level.</p>
<p><span class='returns'>Returns:</span> int: Current volume (0-100)</p>
</div>
<div class="method-section">
<h3><code class="function-signature">getSoundVolume() -> int</code></h3>
<p>Get the current sound effects volume level.</p>
<p><span class='returns'>Returns:</span> int: Current volume (0-100)</p>
</div>
<div class="method-section">
<h3><code class="function-signature">keypressScene(handler: callable) -> None</code></h3>
<p>Set the keyboard event handler for the current scene.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>handler</span>: Callable that receives (key_name: str, is_pressed: bool)</li>
</ul>
<p><span class='returns'>Returns:</span> None</p>
</div>
<div class="method-section">
<h3><code class="function-signature">loadMusic(filename: str) -> None</code></h3>
<p>Load and immediately play background music from a file.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>filename</span>: Path to the music file (WAV, OGG, FLAC)</li>
</ul>
<p><span class='returns'>Returns:</span> None Only one music track can play at a time. Loading new music stops the current track.</p>
</div>
<div class="method-section">
<h3><code class="function-signature">log_benchmark(message: str) -> None</code></h3>
<p>Add a log message to the current benchmark frame.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>message</span>: Text to associate with the current frame</li>
</ul>
<p><span class='returns'>Returns:</span> None</p>
<p><span class='raises'>Raises:</span> RuntimeError: If no benchmark is currently running Messages appear in the &#x27;logs&#x27; array of each frame in the output JSON.</p>
</div>
<div class="method-section">
<h3><code class="function-signature">playSound(buffer_id: int) -> None</code></h3>
<p>Play a sound effect using a previously loaded buffer.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>buffer_id</span>: Sound buffer ID returned by createSoundBuffer()</li>
</ul>
<p><span class='returns'>Returns:</span> None</p>
<p><span class='raises'>Raises:</span> RuntimeError: If the buffer ID is invalid</p>
</div>
<div class="method-section">
<h3><code class="function-signature">sceneUI(scene: str = None) -> list</code></h3>
<p>Get all UI elements for a scene.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>scene</span>: Scene name. If None, uses current scene</li>
</ul>
<p><span class='returns'>Returns:</span> list: All UI elements (Frame, Caption, Sprite, Grid) in the scene</p>
<p><span class='raises'>Raises:</span> KeyError: If the specified scene doesn&#x27;t exist</p>
</div>
<div class="method-section">
<h3><code class="function-signature">setDevConsole(enabled: bool) -> None</code></h3>
<p>Enable or disable the developer console overlay.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>enabled</span>: True to enable the console (default), False to disable</li>
</ul>
<p><span class='returns'>Returns:</span> None When disabled, the grave/tilde key will not open the console. Use this to ship games without debug features.</p>
</div>
<div class="method-section">
<h3><code class="function-signature">setMusicVolume(volume: int) -> None</code></h3>
<p>Set the global music volume.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>volume</span>: Volume level from 0 (silent) to 100 (full volume)</li>
</ul>
<p><span class='returns'>Returns:</span> None</p>
</div>
<div class="method-section">
<h3><code class="function-signature">setScale(multiplier: float) -> None</code></h3>
<p>Scale the game window size.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>multiplier</span>: Scale factor (e.g., 2.0 for double size)</li>
</ul>
<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>
</div>
<div class="method-section">
<h3><code class="function-signature">setScene(scene: str, transition: str = None, duration: float = 0.0) -> None</code></h3>
<p>Switch to a different scene with optional transition effect.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>scene</span>: Name of the scene to switch to</li>
<li><span class='arg-name'>transition</span>: Transition type (&#x27;fade&#x27;, &#x27;slide_left&#x27;, &#x27;slide_right&#x27;, &#x27;slide_up&#x27;, &#x27;slide_down&#x27;)</li>
<li><span class='arg-name'>duration</span>: Transition duration in seconds (default: 0.0 for instant)</li>
</ul>
<p><span class='returns'>Returns:</span> None</p>
<p><span class='raises'>Raises:</span> KeyError: If the scene doesn&#x27;t exist ValueError: If the transition type is invalid</p>
</div>
<div class="method-section">
<h3><code class="function-signature">setSoundVolume(volume: int) -> None</code></h3>
<p>Set the global sound effects volume.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>volume</span>: Volume level from 0 (silent) to 100 (full volume)</li>
</ul>
<p><span class='returns'>Returns:</span> None</p>
</div>
<div class="method-section">
<h3><code class="function-signature">setTimer(name: str, handler: callable, interval: int) -> None</code></h3>
<p>Create or update a recurring timer.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Unique identifier for the timer</li>
<li><span class='arg-name'>handler</span>: Function called with (runtime: float) parameter</li>
<li><span class='arg-name'>interval</span>: Time between calls in milliseconds</li>
</ul>
<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>
</div>
<div class="method-section">
<h3><code class="function-signature">start_benchmark() -> None</code></h3>
<p>Start capturing benchmark data to a file.
Note:</p>
<p><span class='returns'>Returns:</span> None</p>
<p><span class='raises'>Raises:</span> RuntimeError: If a benchmark is already running Benchmark filename is auto-generated from PID and timestamp. Use end_benchmark() to stop and get filename.</p>
</div>
<h2 id='classes'>Classes</h2>
<div class="method-section">
<h3 id="Animation"><span class="class-name">Animation</span></h3>
<p>Animation object for animating UI properties</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">complete() -> None</code></h5>
<p>Complete the animation immediately by jumping to the final value.
Note:</p>
<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>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_current_value() -> Any</code></h5>
<p>Get the current interpolated value of the animation.
Note:</p>
<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>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">hasValidTarget() -> bool</code></h5>
<p>Check if the animation still has a valid target.
Note:</p>
<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>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">start(target: UIDrawable) -> None</code></h5>
<p>Start the animation on a target UI element.
Note:</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>target</span>: The UI element to animate (Frame, Caption, Sprite, Grid, or Entity)</div>
</div>
<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>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">update(delta_time: float) -> bool</code></h5>
<p>Update the animation by the given time delta.
Note:</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>delta_time</span>: Time elapsed since last update in seconds</div>
</div>
<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>
</div>
</div>
<div class="method-section">
<h3 id="Arc"><span class="class-name">Arc</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Arc(center=None, radius=0, start_angle=0, end_angle=90, color=None, thickness=1, **kwargs)
An arc UI element for drawing curved line segments.
Args:
center (tuple, optional): Center position as (x, y). Default: (0, 0)
radius (float, optional): Arc radius in pixels. Default: 0
start_angle (float, optional): Starting angle in degrees. Default: 0
end_angle (float, optional): Ending angle in degrees. Default: 90
color (Color, optional): Arc color. Default: White
thickness (float, optional): Line thickness. Default: 1.0
Keyword Args:
click (callable): Click 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
Attributes:
center (Vector): Center position
radius (float): Arc radius
start_angle (float): Starting angle in degrees
end_angle (float): Ending angle in degrees
color (Color): Arc color
thickness (float): Line thickness
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">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&#x27;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="Caption"><span class="class-name">Caption</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Caption(pos=None, font=None, text=&#x27;&#x27;, **kwargs)
A text display UI element with customizable font and styling.
Args:
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
font (Font, optional): Font object for text rendering. Default: engine default font
text (str, optional): The text content to display. Default: &#x27;&#x27;
Keyword Args:
fill_color (Color): Text fill color. Default: (255, 255, 255, 255)
outline_color (Color): Text outline color. Default: (0, 0, 0, 255)
outline (float): Text outline thickness. Default: 0
font_size (float): Font size in points. Default: 16
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:
text (str): The displayed text content
x, y (float): Position in pixels
pos (Vector): Position as a Vector object
font (Font): Font used for rendering
font_size (float): Font size in points
fill_color, outline_color (Color): Text appearance
outline (float): Outline thickness
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 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&#x27;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="Circle"><span class="class-name">Circle</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Circle(radius=0, center=None, fill_color=None, outline_color=None, outline=0, **kwargs)
A circle UI element for drawing filled or outlined circles.
Args:
radius (float, optional): Circle radius in pixels. Default: 0
center (tuple, optional): Center position as (x, y). Default: (0, 0)
fill_color (Color, optional): Fill color. Default: White
outline_color (Color, optional): Outline color. Default: Transparent
outline (float, optional): Outline thickness. Default: 0 (no outline)
Keyword Args:
click (callable): Click 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
Attributes:
radius (float): Circle radius
center (Vector): Center position
fill_color (Color): Fill color
outline_color (Color): Outline color
outline (float): Outline thickness
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">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&#x27;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., &#x27;#FF0000&#x27;, &#x27;FF0000&#x27;, &#x27;#AABBCCDD&#x27; 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(&#x27;#FF0000&#x27;)</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 &#x27;#RRGGBB&#x27; or &#x27;#RRGGBBAA&#x27; (if alpha &lt; 255) Alpha component is only included if not fully opaque (&lt; 255)</p>
</div>
</div>
<div class="method-section">
<h3 id="ColorLayer"><span class="class-name">ColorLayer</span></h3>
<p>ColorLayer(z_index=-1, grid_size=None)
A grid layer that stores RGBA colors per cell.
Args:
z_index (int): Render order. Negative = below entities. Default: -1
grid_size (tuple): Dimensions as (width, height). Default: parent grid size
Attributes:
z_index (int): Layer z-order relative to entities
visible (bool): Whether layer is rendered
grid_size (tuple): Layer dimensions (read-only)
Methods:
at(x, y): Get color at cell position
set(x, y, color): Set color at cell position
fill(color): Fill entire layer with color</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">at(x, y) -> Color</code></h5>
<p>Get the color at cell position (x, y).</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">fill(color)</code></h5>
<p>Fill the entire layer with the specified color.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">set(x, y, color)</code></h5>
<p>Set the color at cell position (x, y).</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&#x27;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&#x27;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&#x27;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&#x27;s visibility state based on current FOV.
Recomputes which cells are visible from the entity&#x27;s position and updates
the entity&#x27;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(entity)</code></h5>
<p>Add an entity to the end of the collection.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">count(entity) -> int</code></h5>
<p>Count occurrences of entity in the collection.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">extend(iterable)</code></h5>
<p>Add all entities from an iterable to the collection.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">find(name) -> entity or list</code></h5>
<p>Find entities by name.</p>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Single entity if exact match, list if wildcard, None if not found.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">index(entity) -> int</code></h5>
<p>Return index of first occurrence of entity. Raises ValueError if not found.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">insert(index, entity)</code></h5>
<p>Insert entity at index. Like list.insert(), indices past the end append.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">pop([index]) -> entity</code></h5>
<p>Remove and return entity at index (default: last entity).</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">remove(entity)</code></h5>
<p>Remove first occurrence of entity. Raises ValueError if not found.</p>
</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
cache_subtree (bool): Cache rendering to texture for performance. 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
cache_subtree (bool): Cache subtree rendering to texture</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&#x27;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">add_layer(type: str, z_index: int = -1, texture: Texture = None) -> ColorLayer | TileLayer</code></h5>
<p>Add a new layer to the grid.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>type</span>: Layer type (&#x27;color&#x27; or &#x27;tile&#x27;)</div>
<div><span class='arg-name'>z_index</span>: Render order. Negative = below entities, &gt;= 0 = above entities. Default: -1</div>
<div><span class='arg-name'>texture</span>: Texture for tile layers. Required for &#x27;tile&#x27; type.</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> The created ColorLayer or TileLayer object.</p>
</div>
<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) -> None</code></h5>
<p>Compute field of view from a position.</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>
</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&#x27;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">layer(z_index: int) -> ColorLayer | TileLayer | None</code></h5>
<p>Get a layer by its z_index.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>z_index</span>: The z_index of the layer to find.</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> The layer with the specified z_index, or None if not found.</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">remove_layer(layer: ColorLayer | TileLayer) -> None</code></h5>
<p>Remove a layer from the grid.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>layer</span>: The layer to remove.</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="Line"><span class="class-name">Line</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Line(start=None, end=None, thickness=1.0, color=None, **kwargs)
A line UI element for drawing straight lines between two points.
Args:
start (tuple, optional): Starting point as (x, y). Default: (0, 0)
end (tuple, optional): Ending point as (x, y). Default: (0, 0)
thickness (float, optional): Line thickness in pixels. Default: 1.0
color (Color, optional): Line color. Default: White
Keyword Args:
click (callable): Click 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
Attributes:
start (Vector): Starting point
end (Vector): Ending point
thickness (float): Line thickness
color (Color): Line color
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">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&#x27;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="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&#x27;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="TileLayer"><span class="class-name">TileLayer</span></h3>
<p>TileLayer(z_index=-1, texture=None, grid_size=None)
A grid layer that stores sprite indices per cell.
Args:
z_index (int): Render order. Negative = below entities. Default: -1
texture (Texture): Sprite atlas for tile rendering. Default: None
grid_size (tuple): Dimensions as (width, height). Default: parent grid size
Attributes:
z_index (int): Layer z-order relative to entities
visible (bool): Whether layer is rendered
texture (Texture): Tile sprite atlas
grid_size (tuple): Layer dimensions (read-only)
Methods:
at(x, y): Get tile index at cell position
set(x, y, index): Set tile index at cell position
fill(index): Fill entire layer with tile index</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">at(x, y) -> int</code></h5>
<p>Get the tile index at cell position (x, y). Returns -1 if no tile.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">fill(index)</code></h5>
<p>Fill the entire layer with the specified tile index.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">set(x, y, index)</code></h5>
<p>Set the tile index at cell position (x, y). Use -1 for no tile.</p>
</div>
</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&#x27;Timer {timer} fired at {runtime}ms&#x27;)
if runtime &gt; 5000:
timer.cancel()
timer = mcrfpy.Timer(&#x27;my_timer&#x27;, 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(element)</code></h5>
<p>Add an element to the end of the collection.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">count(element) -> int</code></h5>
<p>Count occurrences of element in the collection.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">extend(iterable)</code></h5>
<p>Add all elements from an iterable to the collection.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">find(name, recursive=False) -> element or list</code></h5>
<p>Find elements by name.</p>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Single element if exact match, list if wildcard, None if not found.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">index(element) -> int</code></h5>
<p>Return index of first occurrence of element. Raises ValueError if not found.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">insert(index, element)</code></h5>
<p>Insert element at index. Like list.insert(), indices past the end append.
Note: If using z_index for sorting, insertion order may not persist after
the next render. Use name-based .find() for stable element access.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">pop([index]) -> element</code></h5>
<p>Remove and return element at index (default: last element).
Note: If using z_index for sorting, indices may shift after render.
Use name-based .find() for stable element access.</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">remove(element)</code></h5>
<p>Remove first occurrence of element. Raises ValueError if not found.</p>
</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">floor() -> Vector</code></h5>
<p>Return a new vector with floored (integer) coordinates.
Note:</p>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Vector: New Vector with floor(x) and floor(y) Useful for grid-based positioning. For a hashable tuple, use the .int property instead.</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>
<li><code>FOV_PERMISSIVE_7</code> (int): 10</li>
<li><code>FOV_PERMISSIVE_8</code> (int): 11</li>
<li><code>FOV_RESTRICTIVE</code> (int): 12</li>
<li><code>FOV_SHADOW</code> (int): 2</li>
</ul>
</div>
</body>
</html>