Source code for miniworldmaker.boards.board

import os
from collections import defaultdict
from typing import Union

import pygame
from import app
from miniworldmaker.appearances import background
from miniworldmaker.board_positions import board_position
from miniworldmaker.board_positions import board_rect
from miniworldmaker.containers import container
from miniworldmaker.physics import physics
from miniworldmaker.physics import physics as physicsengine
from miniworldmaker.tokens import token as tkn
from import db_manager

class MetaBoard(type):
    def __call__(cls, *args, **kwargs):
        instance = super().__call__(*args, **kwargs)
        if hasattr(instance, "on_setup"):
        if hasattr(instance, "setup"):
        return instance

[docs]class Board(container.Container, metaclass = MetaBoard): """Base Class for Boards. You can create a custom board by inherit one of Boars subclasses. Examples: A pixel-board in >>> class MyBoard(PixelBoard): >>> >>> def on_setup(self): >>> self.add_image(path="images/stone.jpg") >>> Robot(position=(50, 50)) >>> >>> >>> board = MyBoard(800, 600) A tiled-board in >>> class MyBoard(TiledBoard): >>> >>> def on_setup(self): >>> self.add_image(path="images/soccer_green.jpg") >>> self.player = Player(position=(3, 4)) >>> self.speed = 10 >>> stone = self.add_background(("images/stone.png")) >>> stone.is_textured = True >>> stone.is_scaled_to_tile = True >>> >>> >>> board = MyBoard(columns=20, rows=8, tile_size=42, tile_margin=0) Args: columns: columns of new board (default: 40) rows: rows of new board (default:40) """ registered_event_handlers_for_tokens = defaultdict(defaultdict) registered_collision_handlers_for_tokens = defaultdict(list) token_class_ids = defaultdict() token_class_id_counter = 0 subclasses = None def __init__(self, columns: int = 40, rows: int = 40, tile_size=1, tile_margin=0, ): super().__init__() pygame.init() # public self.registered_events = {"all"} self.is_running = True self.sound_effects = {} self.physics_property = physicsengine.PhysicsProperty # private if not hasattr(self, "_fps"): self._fps = 60 # property speed self._tokens = pygame.sprite.LayeredDirty() self._key_pressed = False self._animated = False self._grid = [] self._orientation = 0 self._repaint_all = 1 if type(columns) != int or type(rows) != int: raise TypeError("ERROR: columns and rows should be int values but types are", str(type(columns)), "and", str(type(rows))) self._columns, self._rows, self._tile_size, self._tile_margin = columns, rows, tile_size, tile_margin self._grid = [] for row in range(self.rows): self._grid.append([]) for column in range(self.columns): self._grid[row].append(0) self.background = background.Background(self) self.backgrounds = [self.background] self._update_background() self._image = pygame.Surface((1, 1)) self.surface = pygame.Surface((1, 1)) # protected self.frame = 0 self.speed = 1 self.clock = pygame.time.Clock() self.__last_update = pygame.time.get_ticks() # Init graphics self._window = app.App("MiniWorldMaker") self._window.add_container(self, "top_left") app.App.board = self self.registered_event_handlers = dict() self.tokens_with_eventhandler = defaultdict(list) self.tokens_with_collisionhandler = defaultdict(list) self.dirty = 1 self.timed_objects = [] self._repaint_all = 1 self._executed_events = set()
[docs] @classmethod def from_db(cls, file): """ Loads a sqlite db file. Args: file: Returns: """ db = db_manager.DBManager(file) data = db.select_single_row("SELECT rows, columns, tile_size, tile_margin, board_class FROM Board") board = cls() board.rows = data[0] board.columns = data[1] board._tile_size = data[2] board._tile_margin = data[3] data = db.select_all_rows("SELECT token_id, column, row, token_class FROM token") if data: for tokens in data: token_class_name = tokens[3] token_class = tkn.Token class_list = tkn.Token.all_subclasses() for cls_obj in class_list: if cls_obj.__name__ == token_class_name: token_class = cls_obj token_class(position=(tokens[1], tokens[2])) # Create token board.window.send_event_to_containers("Loaded from db", board) return board
@classmethod def all_subclasses(cls): def rec_all_subs(base_cls) -> set: if cls.subclasses is None: return set(base_cls.__subclasses__()).union( [s for c in base_cls.__subclasses__() for s in rec_all_subs(c)]) else: return cls.subclasses return rec_all_subs(cls) def __str__(self): return "{0} with {1} columns and {2} rows"\ .format(self.__class__.__name__, self.columns, self.rows) def _act_all(self): [token.act() for token in self.tokens_with_eventhandler["act"]] if "act" in self.registered_event_handlers: if hasattr(self, "act"): self.act() @property def container_width(self) -> int: """ Gets the width of the container Returns: The width of the container (in pixels on a PixelGrid; in Tiles on a TiledGrid) """ if self._repaint_all: self._container_width = self.columns * self.tile_size + (self.columns + 1) * self.tile_margin return self._container_width @property def container_height(self) -> int: """ Gets the height of the container Returns: The height of the container (in pixels on a PixelGrid; in Tiles on a TiledGrid) """ if self._repaint_all: self._container_height = self.rows * self.tile_size + (self.rows + 1) * self.tile_margin return self._container_height @property def fps(self) -> int: """ The world speed. The world speed is counted in fps (frames per second). """ return self._fps @fps.setter def fps(self, value: int): self._fps = value @property def width(self) -> int: """ See container_width """ return self.container_width @property def height(self) -> int: """ See container_height """ return self.container_height @property def window(self) -> app.App: """ Gets the parent window Returns: The window """ return self._window @property def rows(self) -> int: """ The number of rows """ return self._rows @rows.setter def rows(self, value): self._rows = value self.window.dirty = 1 self._repaint_all = 1 @property def columns(self) -> int: """ The number of columns """ return self._columns @columns.setter def columns(self, value): self._columns = value self.window.dirty = 1 self._repaint_all = 1 @property def tile_size(self) -> int: """ The number of columns """ return self._tile_size @tile_size.setter def tile_size(self, value): self._tile_size = value self.window.dirty = 1 self._repaint_all = 1 @property def tile_margin(self) -> int: """ The number of columns """ return self._tile_margin @tile_margin.setter def tile_margin(self, value): self._tile_margin = value self.window.dirty = 1 self._repaint_all = 1 @property def tokens(self) -> pygame.sprite.LayeredDirty: """ A list of all tokens registered to the grid. """ return self._tokens @property def class_name(self) -> str: return self.__class__.__name__
[docs] def add_background(self, path: str) -> background.Background: """ Adds a new background to the board Args: path: The path to the first image of the background Returns: """ new_background = background.Background(self) new_background.add_image(path) new_background.orientation = self.background.orientation self.backgrounds.append(new_background) return new_background
[docs] def add_image(self, path: str) -> int: """ Adds image to current background. If no background is created yet, a new background will be created with this image. Args: path: The path to the image as relative path Returns: The index of the image. Examples: >>> class MyBoard(Board): >>> >>> def __init__(self): >>> super().__init__(columns=400, rows=200) >>> self.add_image(path="images/stone.jpg") Creates Board with file stone.jpg in folder images as background """ try: image = self.background.add_image(path) except FileExistsError: raise FileExistsError("File '{0}' does not exist. Check your path to the image.".format(path)) return image
[docs] def add_to_board(self, token, position: board_position.BoardPosition): """ Adds an actor to the board. Is called in __init__-Method if position is set. Args: board: The board, the actor should be added position: The position on the board where the actor should be added. """ self.tokens.add(token) token.position = position token.dirty = 1 if token.init != 1: raise UnboundLocalError("super().__init__() was not called") self._register_physics_collision_handler(token) for event_handler in self.registered_event_handlers_for_tokens[token.__class__].keys(): self.tokens_with_eventhandler[event_handler].append(token)
# Board Connectors are added in subclasses def blit_surface_to_window_surface(self): self._window.window_surface.blit(self.surface, self.rect)
[docs] def fill(self, color): """ deprecated Args: color: Returns: """ self.background.fill(color)
def get_colors_at_position(self, position: Union[tuple, board_position.BoardPosition]): if type(position) == tuple: position = board_position.BoardPosition(position[0], position[1]) return position.color()
[docs] def get_colors_at_line(self, line: list): """ Gets all colors in a line. A line is a list of board_positions Args: line: the line Returns: A list of all colors found at the line """ colors = [] for pos in line: if type(pos) == tuple: pos = board_position.BoardPosition.from_tuple(pos) color_at_pos = pos.color() if color_at_pos not in colors: colors.append(color_at_pos) return colors
def get_color_at_rect(self, rect: board_rect.BoardRect, directions=None) -> list: return rect.colors()
[docs] def get_tokens_by_pixel(self, pixel: tuple) -> list: """Gets all tokens by Pixel. Args: pixel: the pixel-coordinates Returns: A list of tokens Examples: >>> position = board.get_mouse_position() >>> tokens = board.get_tokens_by_pixel(position) """ #token = [] return [token for token in self.tokens if token.rect.collidepoint(pixel)]
#for actor in self.tokens: # if actor.rect.collidepoint(pixel): # token.append(actor) #return token
[docs] def get_tokens_at_rect(self, rect: pygame.Rect, singleitem=False, exclude=None, token_type=None) -> Union[ tkn.Token, list]: """ Gets all Tokens which are colliding with a given rect. Args: rect: The rect singleitem: Should the method return a single token (faster) or all tokens at rect (slower) exclude: Exclude a token token_type: Filter return values by token type Returns: A single token or a list of tokens at rect """ pass
@property def image(self) -> pygame.Surface: """ The current displayed image """ self._image = self.background.image return self._image
[docs] def remove_tokens_from_rect(self, rect: Union[tuple, pygame.Rect], token=None, exclude=None): """Removes all tokens in an area Args: rect: A rectangle or a tuple (which is automated converted to a rectangle with tile_size token: The class of the tokens which should be removed exclude: A token which should not be removed e.g. the actor itself Returns: all tokens in the area """ if type(rect) == tuple: rect = pygame.Rect(rect[0], rect[1], 1, 1) tokens = self.get_tokens_at_rect(rect) if token is not None: [token.remove() for token in Board.filter_actor_list(tokens, token)]
[docs] def reset(self): """Resets the board Creates a new board with init-function - recreates all tokens and actors on the board. Examples: Restarts flappy the bird game after collision with pipe: >>> def on_sensing_collision_with_pipe(self, other, info): >>> self.board.is_running = False >>> self.board.reset() """ self.window.send_event_to_containers("reset", self)
def _reset(self, event, data): for token in self.tokens: token.remove() self.window.board = self.__class__(self.width, self.height) board = self.window.board del self return board def repaint(self): if self._repaint_all: self.background.call_all_actions() self.surface = pygame.Surface((self.container_width, self.container_height)) self.surface.blit(self.image, self.surface.get_rect()) self.tokens.clear(self.surface, self.image) repaint_rects = self.tokens.draw(self.surface) self._window.repaint_areas.extend(repaint_rects) if self._repaint_all: self._window.repaint_areas.append(self.rect) self._repaint_all = False
[docs] def show(self, fullscreen=False): """ The method show() should always called at the end of your program. It starts the mainloop. Examples: >>> my_board = Board() # or a subclass of Board >>> """ self.background.is_scaled = True image = self.image, full_screen=fullscreen)
[docs] def switch_background(self, index=-1) -> background.Background: """Switches the background Args: index: The index of the new costume. If index=-1, the next costume will be selected Returns: The new costume """ if index == -1: index = self.backgrounds.index(self.background) if index < len(self.backgrounds) - 1: index += 1 else: index = 0 else: index = index self.background = self.backgrounds[index] self.background.dirty = 1 self.background.changed_all() self.background_changed = 1 self._repaint_all = 1 [token.set_dirty() for token in self.tokens] return self.background
def update(self): # This is the board-mainloop() # Called in miniworldwindow.update as ct.update() # Event handling is in miniworldwindow and is called before update(). if self.is_running: # Acting for all actors if self.frame % self.speed == 0: self._act_all() self._collision_handling() # run animations self._update_all_costumes() self._tick_timed_objects() # If there are physic objects, run a physics simulation step if physicsengine.PhysicsProperty.count > 0: physics_tokens = [token for token in self.tokens if token.physics and token.physics.started] physics.PhysicsProperty.simulation(physics_tokens) self.frame = self.frame + 1 self.clock.tick(self.fps) self._executed_events.clear() def _update_all_costumes(self): [token.costume.update() for token in self.tokens] def _update_background(self): self.background.update() def _tick_timed_objects(self): [obj.tick() for obj in self.timed_objects]
[docs] def handle_event(self, event, data=None): """ Event handling Args: event (str): The event which was thrown, e.g. "key_up", "act", "reset", ... data: The data of the event (e.g. ["S","s"], (155,3), ... """ # Call specific event handlers ("on_mouse_left", "on_mouse_right", ... for tokens if event not in self._executed_events: # events shouldn't be called more than once per tick self._executed_events.add(event) [self.registered_event_handlers_for_tokens[token.__class__][event](token, data) for token in self.tokens_with_eventhandler[event]] # call generic "get_event(event, data) event handler [self.registered_event_handlers_for_tokens[token.__class__]["get_event"](token, event, data) for token in self.tokens_with_eventhandler["get_event"]] # Call events of board if event in self.registered_event_handlers.keys(): # calls registered event handlers of board if data is None: self.registered_event_handlers[event]() else: try: self.registered_event_handlers[event](self, data) except TypeError: raise TypeError("Wrong number of arguments for ", str(self.registered_event_handlers[event]), " with Arguments ", data) self.get_event(event, data)
def _collision_handling(self): # Collisions with other tokens for token in self.tokens: for coll_class in self.registered_collision_handlers_for_tokens[token.__class__]: if coll_class not in ["borders", "on_board", "not_on_board"]: collision_tokens = token.sensing_tokens(token_type=coll_class) if collision_tokens: for colliding_target in collision_tokens: method = getattr(token, 'on_sensing_' + str(coll_class.__name__).lower()) if callable(method): method(colliding_target) elif coll_class == "borders": borders = token.sensing_borders() if borders: method = getattr(token, 'on_sensing_borders'.lower()) if callable(method): try: method(borders) except TypeError: raise TypeError ("Wrong number of arguments for on_sensing_borders(self, borders) in Token. Should be 1 Argument") elif coll_class == "not_on_board": on_board = token.sensing_on_board() if not on_board: method = getattr(token, 'on_sensing_not_on_board'.lower()) if callable(method): method() elif coll_class == "on_board": on_board = token.sensing_on_board() if on_board: method = getattr(token, 'on_sensing_on_board'.lower()) if callable(method): method()
[docs] def save_to_db(self, file): """ Saves the current board an all actors to database. The file is stored as db file and can be opened with sqlite. Args: file: The file as relative location Returns: """ if os.path.exists(file): os.remove(file) db = db_manager.DBManager(file) query_actors = """ CREATE TABLE `token` ( `token_id` INTEGER NOT NULL PRIMARY KEY AUTOINCREMENT UNIQUE, `column` INTEGER, `row` INTEGER, `token_class` TEXT, `parent_class` TEXT ); """ query_board = """ CREATE TABLE `board` ( `tile_size` INTEGER, `rows` INTEGER, `columns` INTEGER, `tile_margin` INTEGER, `board_class` TEXT ); """ cur = db.cursor cur.execute(query_actors) cur.execute(query_board) db.commit() for token in self.tokens: token_dict = {"column": token.position[0], "row": token.position[1], "token_class": token.__class__.__name__} db.insert(table="token", row=token_dict) board_dict = {"rows": self.rows, "columns": self.columns, "tile_margin": self.tile_margin, "tile_size": self.tile_size, "board_class": self.__class__.__name__} db.insert(table="board", row=board_dict) db.commit() db.close_connection() self.window.send_event_to_containers("Saved to db", file)
def play_sound(self, path: str): if path.endswith("mp3"): path = path[:-4] + "wav" if path in self.sound_effects.keys(): self.sound_effects[path].play() else: effect = self.register_sound(path)
[docs] def play_music(self, path: str): """ plays a music by path Args: path: The path to the music Returns: """
def find_colors(self, rect, color, threshold=(20, 20, 20, 20)): return self.background.count_pixels_by_color(rect, color, threshold)
[docs] def get_mouse_position(self) -> Union[board_position.BoardPosition, None]: """ Gets the current mouse_position Returns: Returns the mouse position if mouse is on board. Returns "None" otherwise Examples: This example shows you how to use the mouse_position >>> def act(self): >>> mouse = self.board.get_mouse_position() >>> if mouse: >>> self.point_towards_position(mouse) """ pos = board_position.BoardPosition.from_pixel(pygame.mouse.get_pos()) clicked_container = self.window.get_container_by_pixel(pos[0], pos[1]) if clicked_container == self: return pos else: return None
def get_board_position_from_pixel(self, pixel): return board_position.BoardPosition.from_pixel(pixel) def _update_event_handling(self): self.tokens_with_eventhandler.clear() for token in self.tokens: for event_handler in self.registered_event_handlers_for_tokens[token.__class__].keys(): self.tokens_with_eventhandler[event_handler].append(token)
[docs] def is_position_on_board(self, position: board_position.BoardPosition) -> bool: """Tests if area or position is on board Args: position: A rectangle or a position Returns: true, if area is in grid """ if type(position) == tuple: position = board_position.BoardPosition(position[0], position[1]) if type(position) == board_position.BoardPosition: position = position.to_rect() top_left_x, top_left_y, right, top = position.topleft[0], \ position.topleft[1], \ position.right, \ if top_left_x < 0 or top_left_y < 0 or position.right >= self.width or position.bottom >= self.height: return False else: return True
[docs] def register_sound(self, path) -> pygame.mixer.Sound: """ Registers a sound effect to board-sound effects library Args: path: The path to sound Returns: the sound """ try: effect = pygame.mixer.Sound(path) self.sound_effects[path] = effect return effect except pygame.error: raise FileExistsError("File '{0}' does not exist. Check your path to the sound.".format(path))
def _register_physics_collision_handler(self, token): from miniworldmaker.tokens import token as tkn token_subclasses = tkn.Token.all_subclasses() dict_with_all_token_subclasses = dict() for cls in token_subclasses: dict_with_all_token_subclasses[cls.__name__] = cls if cls not in Board.token_class_ids: cls.class_id = Board.token_class_id_counter Board.token_class_ids[cls] = Board.token_class_id_counter Board.token_class_id_counter += 1 begin_prefix = "on_sensing_collision_with_" separate_prefix = "on_sensing_separation_with_" method_list = [func for func in dir(token.__class__) if callable(getattr(token.__class__, func)) and ( func.startswith(begin_prefix) or func.startswith(separate_prefix))] for method in method_list: sensed_target = "" if method.startswith(begin_prefix): sensed_target = method[len(begin_prefix):] elif method.startswith(separate_prefix): sensed_target = method[len(separate_prefix):] sensed_class = dict_with_all_token_subclasses.get(sensed_target.capitalize(), None) handler =, sensed_class.class_id)["method"] = getattr(token, method) if method.startswith(begin_prefix):["type"] = "begin" handler.begin = self._collision_handling_with_physics elif method.startswith(separate_prefix):["type"] = "separate" handler.separate = self._collision_handling_with_physics def _collision_handling_with_physics(self, arbiter, space, data): rvalue = None collision = dict() other_class = str(arbiter.shapes[1].token.__class__.__name__).lower() if data["type"] == "begin": method = getattr(arbiter.shapes[0].token, "on_sensing_collision_with_"+other_class) if method and callable(method): rvalue = method(arbiter.shapes[1].token, collision) if data["type"] == "separate": method = getattr(arbiter.shapes[0].token, "on_sensing_separation_with_"+other_class) if method and callable(method): rvalue = method(arbiter.shapes[1].token, collision) if rvalue is None: return True else: return rvalue def _register_collision_handlers(self): from miniworldmaker.tokens import token token_subclasses = token.Token.all_subclasses() dict_with_all_token_subclasses = dict() for cls in token_subclasses: dict_with_all_token_subclasses[cls.__name__] = cls for subcls in token_subclasses: # Search subclasses for method names method_list = [func for func in dir(subcls) if callable(getattr(subcls, func)) and func.startswith("on_sensing_")] for method in method_list: sensed_target = method[len("on_sensing_"):] sensed_class = dict_with_all_token_subclasses.get(sensed_target.capitalize(), None) if sensed_class: self.registered_collision_handlers_for_tokens[subcls].append(sensed_class) # Add on_sensing_border handler elif sensed_target == "borders": self.registered_collision_handlers_for_tokens[subcls].append("borders") elif sensed_target == "not_on_board": self.registered_collision_handlers_for_tokens[subcls].append("not_on_board") elif sensed_target == "not_on_board": self.registered_collision_handlers_for_tokens[subcls].append("on_board") def _register_event_handlers(self): """ Add an event handler for every registered submethod Returns: """ # Add handlers for token events from miniworldmaker.tokens import token token_subclasses = token.Token.all_subclasses() for subcls in token_subclasses: # Adds the on_key_up, on_mouse... events, if the corresponding method exists for event in app.App.input_events: # Adds Event handler, e.g. method on_key_up for event "key_up" handler = getattr(subcls, event, None) if handler and callable(handler): self.registered_event_handlers_for_tokens[subcls][event] = handler # Adds Event handler on_key_up for event "key up" handler = getattr(subcls, "on_" + event, None) if callable(handler): self.registered_event_handlers_for_tokens[subcls][event] = handler # Adds Event handler get_event for all event, if get_event is callable get_event = getattr(subcls, "get_event", None) if get_event and callable(get_event): self.registered_event_handlers_for_tokens[subcls]["get_event"] = get_event # Adds Act-handler act = getattr(subcls, "act", None) if act and callable(act): self.registered_event_handlers_for_tokens[subcls]["act"] = act # Add Setup Handler setup = getattr(subcls, "setup", None) if callable(setup): self.registered_event_handlers_for_tokens[subcls]["setup"] = setup on_setup = getattr(subcls, "on_setup", None) if callable(on_setup): self.registered_event_handlers_for_tokens[subcls]["setup"] = on_setup # Add handlers for board events for event in app.App.input_events: handler = getattr(self.__class__, event, None) if handler and callable(handler): self.registered_event_handlers[event] = handler # Adds Event handler on_key_up for event "key up" handler = getattr(self.__class__, "on_" + event, None) if callable(handler): self.registered_event_handlers[event] = handler # Adds Act-handler act = getattr(self, "act", None) if act and callable(act): self.registered_event_handlers["act"] = act self.registered_event_handlers["reset"] = getattr(self, "_reset", None) self._update_event_handling()