Source code for pyrogi.core

import pyrogi
from pyrogi.ui import UIElementContainer
from pyrogi.util import Vec2

[docs]class Backend(object): """The :class:`~pyrogi.Backend` class is intended to be extended (for example, by :class:`PyGameBackend`). :class:`~pyrogi.Backend` forwards events such as key events and ticks on to the current :class:`~pyrogi.Screen`. Its implementations are expected to implement the :meth:`run` method, however, which should start up the main loop for the backend. The :code:`__init__` method of a :class:`~pyrogi.Backend` is as follows: :param window_dimensions: The dimensions, in terms of of tiles, for the game window to be. :type window_dimensions: Vec2 :param tile_dimensions: The dimensions, in terms of pixels, for each tile to be. :type tile_dimensions: Vec2 :param caption: The title text of the game window. :type caption: str """ def __init__(self, window_dimensions, tile_dimensions, caption): pyrogi._backend = self self.window_dimensions = window_dimensions self.tile_dimensions = tile_dimensions self.caption = caption self.mouse_position = Vec2(0, 0) self.screens = []
[docs] def run(self): """Run the main loop for pyrogi. This must be implemented by subclasses of :class:`~pyrogi.Backend`. """ raise NotImplementedError()
[docs] def on_tick(self, millis): """Called by the :class:`~pyrogi.Backend` implementation when a tick should occur in the game loop. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every tick. The tick is passed on to the backend's current screen. :param millis: The number of milliseconds since the last tick. :type millis: int """ self.get_current_screen().on_tick(millis)
[docs] def on_draw(self, g): """Called by the :class:`~pyrogi.Backend` implementation when a draw should occur in the game loop. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every draw. The draw is passed on to the backend's current screen. :param g: The :class:`Graphics` object to be used to perform the drawing. :type g: Graphics """ self.get_current_screen().on_draw(g)
[docs] def get_current_screen(self): """:returns: The screen currently set in the engine. :rtype: Screen """ return self.screens[-1]
[docs] def set_screen(self, screen): """Sets the current screen in the engine. It is added to a stack of other screens, which maintains history and allows the engine to return to previous screens. :param screen: The screen to be added to the stack. :type screen: Screen """ self.screens.append(screen)
[docs] def go_back_n_screens(self, n): """Return to the nth screen in the stack, popping off screens as you go. Because screens are removed from the stack to reach the nth most recent screen, they cannot be returned to without constructing new ones. :param n: The number of screens to go back. :type n: int """ for i in range(n): self.screens.pop()
[docs] def handle_key_down(self, event): """Called by the :class:`~pyrogi.Backend` implementation when a key down event has occured. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every time the event is triggered. The event is passed on to the backend's current screen. :param event: The event triggered. :type event: KeyDownEvent """ self.get_current_screen().handle_key_down(event)
[docs] def handle_key_up(self, event): """Called by the :class:`~pyrogi.Backend` implementation when a key up event has occured. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every time the event is triggered. The event is passed on to the backend's current screen. :param event: The event triggered. :type event: KeyUpEvent """ self.get_current_screen().handle_key_up(event)
[docs] def handle_mouse_moved(self, event): """Called by the :class:`~pyrogi.Backend` implementation when a mouse moved event has occured. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every time the event is triggered. The event is passed on to the backend's current screen. :param event: The event triggered. :type event: MouseMovedEvent """ self.mouse_position = event.position self.get_current_screen().handle_mouse_moved(event)
[docs] def handle_mouse_button_down(self, event): """Called by the :class:`~pyrogi.Backend` implementation when a mouse button down event has occured. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every time the event is triggered. The event is passed on to the backend's current screen. :param event: The event triggered. :type event: MouseButtonDownEvent """ self.get_current_screen().handle_mouse_button_down(event)
[docs] def handle_mouse_button_up(self, event): """Called by the :class:`~pyrogi.Backend` implementation when a mouse button up event has occured. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every time the event is triggered. The event is passed on to the backend's current screen. :param event: The event triggered. :type event: MouseButtonUpEvent """ self.get_current_screen().handle_mouse_button_up(event)
[docs] def handle_mouse_wheel_scrolled(self, event): """Called by the :class:`~pyrogi.Backend` implementation when a mouse wheel scrolled has occured. This should never be overriden, but can be extended if the :class:`~pyrogi.Backend` implementation wishes to do something every time the event is triggered. The event is passed on to the backend's current screen. :param event: The event triggered. :type event: MouseWheelScrolledEvent """ self.get_current_screen().handle_mouse_wheel_scrolled(event)
[docs]class Screen(UIElementContainer): """The :class:`~pyrogi.Screen` class is the top level :class:`~pyrogi.ui.UIElementContainer`. It represents a single screen in a game. An example may be the menu screen, the main game screen, or the shop screen if you are placed in a view separate from the game world to shop. Because they are the top level container, a screen's position is always (0, 0), and its dimensions is always equal to that of the game window. A stack of screens is maintained in the :class:`~pyrogi.Backend` object. """ def __init__(self): super(Screen, self).__init__(Vec2(0, 0))