mini-arcade-core 0.9.0__py3-none-any.whl

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+ """
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+ Game core module defining the Game class and configuration.
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+ """
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+
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+ from __future__ import annotations
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+
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+ import os
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+ from dataclasses import dataclass
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+ from datetime import datetime
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+ from pathlib import Path
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+ from time import perf_counter, sleep
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+ from typing import TYPE_CHECKING
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+
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+ from PIL import Image # type: ignore[import]
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+
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+ from .backend import Backend
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+
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+ if TYPE_CHECKING: # avoid runtime circular import
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+ from .scene import Scene
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+
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+
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+ @dataclass
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+ class GameConfig:
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+ """
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+ Configuration options for the Game.
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+
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+ :ivar width: Width of the game window in pixels.
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+ :ivar height: Height of the game window in pixels.
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+ :ivar title: Title of the game window.
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+ :ivar fps: Target frames per second.
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+ :ivar background_color: RGB background color.
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+ :ivar backend: Optional Backend instance to use for rendering and input.
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+ """
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+
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+ width: int = 800
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+ height: int = 600
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+ title: str = "Mini Arcade Game"
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+ fps: int = 60
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+ background_color: tuple[int, int, int] = (0, 0, 0)
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+ backend: Backend | None = None
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+
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+
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+ @dataclass
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+ class _StackEntry:
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+ scene: "Scene"
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+ as_overlay: bool = False
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+
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+
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+ class Game:
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+ """Core game object responsible for managing the main loop and active scene."""
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+
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+ def __init__(self, config: GameConfig):
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+ """
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+ :param config: Game configuration options.
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+ :type config: GameConfig
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+
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+ :raises ValueError: If the provided config does not have a valid Backend.
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+ """
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+ self.config = config
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+ self._current_scene: Scene | None = None
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+ self._running: bool = False
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+
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+ if config.backend is None:
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+ raise ValueError(
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+ "GameConfig.backend must be set to a Backend instance"
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+ )
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+ self.backend: Backend = config.backend
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+ self._scene_stack: list[_StackEntry] = []
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+
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+ def current_scene(self) -> "Scene | None":
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+ """
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+ Get the currently active scene.
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+
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+ :return: The active Scene instance, or None if no scene is active.
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+ :rtype: Scene | None
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+ """
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+ return self._scene_stack[-1].scene if self._scene_stack else None
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+
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+ def change_scene(self, scene: Scene):
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+ """
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+ Swap the active scene. Concrete implementations should call
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+ ``on_exit``/``on_enter`` appropriately.
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+
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+ :param scene: The new scene to activate.
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+ :type scene: Scene
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+ """
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+ while self._scene_stack:
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+ entry = self._scene_stack.pop()
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+ entry.scene.on_exit()
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+
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+ self._scene_stack.append(_StackEntry(scene=scene, as_overlay=False))
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+ scene.on_enter()
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+
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+ def push_scene(self, scene: "Scene", as_overlay: bool = False):
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+ """
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+ Push a scene on top of the current one.
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+ If as_overlay=True, underlying scene(s) may still be drawn but never updated.
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+ """
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+ top = self.current_scene()
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+ if top is not None:
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+ top.on_pause()
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+
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+ self._scene_stack.append(
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+ _StackEntry(scene=scene, as_overlay=as_overlay)
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+ )
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+ scene.on_enter()
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+
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+ def pop_scene(self) -> "Scene | None":
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+ """Pop the top scene. If stack becomes empty, quit."""
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+ if not self._scene_stack:
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+ return None
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+
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+ popped = self._scene_stack.pop()
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+ popped.scene.on_exit()
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+
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+ top = self.current_scene()
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+ if top is None:
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+ self.quit()
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+ return popped.scene
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+
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+ top.on_resume()
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+ return popped.scene
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+
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+ def _visible_stack(self) -> list["Scene"]:
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+ """
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+ Return the list of scenes that should be drawn (base + overlays).
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+ We draw from the top-most non-overlay scene upward.
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+ """
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+ if not self._scene_stack:
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+ return []
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+
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+ # find top-most base scene (as_overlay=False)
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+ base_idx = 0
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+ for i in range(len(self._scene_stack) - 1, -1, -1):
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+ if not self._scene_stack[i].as_overlay:
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+ base_idx = i
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+ break
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+
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+ return [e.scene for e in self._scene_stack[base_idx:]]
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+
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+ def quit(self):
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+ """Request that the main loop stops."""
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+ self._running = False
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+
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+ def run(self, initial_scene: Scene):
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+ """
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+ Run the main loop starting with the given scene.
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+
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+ This is intentionally left abstract so you can plug pygame, pyglet,
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+ or another backend.
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+
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+ :param initial_scene: The scene to start the game with.
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+ :type initial_scene: Scene
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+ """
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+ backend = self.backend
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+ backend.init(self.config.width, self.config.height, self.config.title)
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+
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+ br, bg, bb = self.config.background_color
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+ backend.set_clear_color(br, bg, bb)
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+
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+ self.change_scene(initial_scene)
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+
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+ self._running = True
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+ target_dt = 1.0 / self.config.fps if self.config.fps > 0 else 0.0
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+ last_time = perf_counter()
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+
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+ while self._running:
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+ now = perf_counter()
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+ dt = now - last_time
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+ last_time = now
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+
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+ top = self.current_scene()
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+ if top is None:
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+ break
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+
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+ for ev in backend.poll_events():
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+ top.handle_event(ev)
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+
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+ top.update(dt)
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+
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+ backend.begin_frame()
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+ for scene in self._visible_stack():
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+ scene.draw(backend)
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+ backend.end_frame()
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+
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+ if target_dt > 0 and dt < target_dt:
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+ sleep(target_dt - dt)
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+
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+ # exit remaining scenes
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+ while self._scene_stack:
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+ entry = self._scene_stack.pop()
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+ entry.scene.on_exit()
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+
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+ @staticmethod
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+ def _convert_bmp_to_image(bmp_path: str, out_path: str) -> bool:
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+ """
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+ Convert a BMP file to another image format using Pillow.
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+
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+ :param bmp_path: Path to the input BMP file.
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+ :type bmp_path: str
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+
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+ :param out_path: Path to the output image file.
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+ :type out_path: str
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+
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+ :return: True if conversion was successful, False otherwise.
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+ :rtype: bool
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+ """
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+ try:
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+ img = Image.open(bmp_path)
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+ img.save(out_path) # Pillow chooses format from extension
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+ return True
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+ # Justification: Pillow can raise various exceptions on failure
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+ # pylint: disable=broad-exception-caught
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+ except Exception:
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+ return False
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+ # pylint: enable=broad-exception-caught
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+
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+ def screenshot(
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+ self, label: str | None = None, directory: str = "screenshots"
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+ ) -> str | None:
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+ """
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+ Ask backend to save a screenshot. Returns the file path or None.
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+
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+ :param label: Optional label to include in the filename.
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+ :type label: str | None
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+
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+ :param directory: Directory to save screenshots in.
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+ :type directory: str
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+
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+ :return: The file path of the saved screenshot, or None on failure.
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+ :rtype: str | None
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+ """
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+ os.makedirs(directory, exist_ok=True)
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+ stamp = datetime.now().strftime("%Y%m%d_%H%M%S")
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+ label = label or "shot"
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+ filename = f"{stamp}_{label}"
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+ bmp_path = os.path.join(directory, f"{filename}.bmp")
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+
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+ if self.backend.capture_frame(bmp_path):
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+ out_path = Path(directory) / f"{filename}.png"
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+ self._convert_bmp_to_image(bmp_path, str(out_path))
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+ return str(out_path)
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+ return None
@@ -0,0 +1,69 @@
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+ """
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+ 2D geometry data structures.
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+ """
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+
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+ from __future__ import annotations
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+
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+ from dataclasses import dataclass
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+
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+
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+ @dataclass
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+ class Position2D:
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+ """
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+ Simple 2D position.
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+
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+ :ivar x (float): X coordinate.
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+ :ivar y (float): Y coordinate.
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+ """
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+
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+ x: float
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+ y: float
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+
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+
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+ @dataclass
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+ class Size2D:
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+ """
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+ Simple 2D size.
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+
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+ :ivar width (int): Width.
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+ :ivar height (int): Height.
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+ """
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+
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+ width: int
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+ height: int
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+
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+
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+ @dataclass
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+ class Bounds2D:
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+ """
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+ Axis-aligned rectangular bounds in world space.
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+ (left, top) .. (right, bottom)
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+
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+ :ivar left (float): Left boundary.
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+ :ivar top (float): Top boundary.
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+ :ivar right (float): Right boundary.
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+ :ivar bottom (float): Bottom boundary.
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+ """
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+
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+ left: float
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+ top: float
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+ right: float
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+ bottom: float
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+
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+ @classmethod
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+ def from_size(cls, size: "Size2D") -> "Bounds2D":
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+ """
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+ Convenience factory for screen/world bounds starting at (0, 0).
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+
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+ :param size: Size2D defining the bounds.
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+ :type size: Size2D
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+
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+ :return: Bounds2D from (0,0) to (size.width, size.height).
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+ :rtype: Bounds2D
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+ """
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+ return cls(
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+ left=0.0,
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+ top=0.0,
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+ right=float(size.width),
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+ bottom=float(size.height),
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+ )
@@ -0,0 +1,78 @@
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+ """
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+ Kinematic helpers for mini_arcade_core (position + size + velocity).
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+ """
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+
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+ from __future__ import annotations
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+
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+ from dataclasses import dataclass
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+ from typing import Optional
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+
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+ from .backend import Color
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+ from .geometry2d import Position2D, Size2D
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+ from .physics2d import Velocity2D
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+
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+
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+ @dataclass
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+ class KinematicData:
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+ """
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+ Simple data structure to hold position, size, and velocity.
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+
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+ :ivar position (Position2D): Top-left position of the object.
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+ :ivar size (Size2D): Size of the object.
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+ :ivar velocity (Velocity2D): Velocity of the object.
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+ :ivar color (Optional[Color]): Optional color for rendering.
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+ """
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+
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+ position: Position2D
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+ size: Size2D
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+ velocity: Velocity2D
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+ color: Optional[Color] = None # future use
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+
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+ # Justification: Convenience factory with many params.
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+ # pylint: disable=too-many-arguments,too-many-positional-arguments
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+ @classmethod
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+ def rect(
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+ cls,
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+ x: float,
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+ y: float,
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+ width: int,
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+ height: int,
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+ vx: float = 0.0,
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+ vy: float = 0.0,
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+ color: Optional[Color] = None,
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+ ) -> "KinematicData":
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+ """
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+ Convenience factory for rectangular kinematic data.
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+
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+ :param x: Top-left X position.
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+ :type x: float
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+
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+ :param y: Top-left Y position.
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+ :type y: float
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+
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+ :param width: Width of the object.
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+ :type width: int
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+
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+ :param height: Height of the object.
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+ :type height: int
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+
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+ :param vx: Velocity in the X direction.
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+ :type vx: float
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+
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+ :param vy: Velocity in the Y direction.
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+ :type vy: float
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+
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+ :param color: Optional color for rendering.
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+ :type color: Optional[Color]
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+
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+ :return: KinematicData instance with the specified parameters.
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+ :rtype: KinematicData
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+ """
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+ return cls(
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+ position=Position2D(float(x), float(y)),
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+ size=Size2D(int(width), int(height)),
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+ velocity=Velocity2D(float(vx), float(vy)),
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+ color=color,
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+ )
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+
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+ # pylint: enable=too-many-arguments,too-many-positional-arguments
@@ -0,0 +1,73 @@
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+ """
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+ Simple 2D physics utilities.
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+ """
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+
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+ from __future__ import annotations
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+
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+ from dataclasses import dataclass
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+
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+
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+ @dataclass
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+ class Velocity2D:
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+ """
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+ Simple 2D velocity vector.
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+
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+ :ivar vx (float): Velocity in the X direction.
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+ :ivar vy (float): Velocity in the Y direction.
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+ """
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+
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+ vx: float = 0.0
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+ vy: float = 0.0
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+
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+ def advance(self, x: float, y: float, dt: float) -> tuple[float, float]:
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+ """Return new (x, y) after dt seconds."""
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+ return x + self.vx * dt, y + self.vy * dt
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+
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+ def stop(self):
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+ """Stop movement in both axes."""
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+ self.vx = 0.0
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+ self.vy = 0.0
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+
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+ def stop_x(self):
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+ """Stop horizontal movement."""
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+ self.vx = 0.0
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+
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+ def stop_y(self):
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+ """Stop vertical movement."""
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+ self.vy = 0.0
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+
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+ def move_up(self, speed: float):
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+ """
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+ Set vertical velocity upwards (negative Y).
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+
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+ :param speed: Speed to set.
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+ :type speed: float
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+ """
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+ self.vy = -abs(speed)
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+
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+ def move_down(self, speed: float):
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+ """
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+ Set vertical velocity downwards (positive Y).
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+
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+ :param speed: Speed to set.
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+ :type speed: float
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+ """
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+ self.vy = abs(speed)
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+
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+ def move_left(self, speed: float):
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+ """
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+ Set horizontal velocity to the left (negative X)."
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+
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+ :param speed: Speed to set.
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+ :type speed: float
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+ """
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+ self.vx = -abs(speed)
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+
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+ def move_right(self, speed: float):
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+ """
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+ Set horizontal velocity to the right (positive X).
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+
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+ :param speed: Speed to set.
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+ :type speed: float
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+ """
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+ self.vx = abs(speed)
@@ -0,0 +1,147 @@
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+ """
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+ Base class for game scenes (states/screens).
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+ """
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+
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+ from __future__ import annotations
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+
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+ from abc import ABC, abstractmethod
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+ from typing import Callable, List
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+
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+ from .backend import Backend, Event
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+ from .entity import Entity
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+ from .game import Game
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+ from .geometry2d import Size2D
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+
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+ OverlayFunc = Callable[[Backend], None]
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+
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+
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+ class Scene(ABC):
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+ """Base class for game scenes (states/screens)."""
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+
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+ def __init__(self, game: Game):
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+ """
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+ :param game: Reference to the main Game object.
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+ :type game: Game
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+ """
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+ self.game = game
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+ self.entities: List[Entity] = []
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+ self.size: Size2D = Size2D(game.config.width, game.config.height)
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+ # overlays drawn on top of the scene
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+ self._overlays: List[OverlayFunc] = []
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+
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+ def add_entity(self, *entities: Entity):
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+ """
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+ Register one or more entities in this scene.
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+
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+ :param entities: One or more Entity instances to add.
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+ :type entities: Entity
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+ """
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+ self.entities.extend(entities)
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+
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+ def remove_entity(self, entity: Entity):
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+ """
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+ Unregister a single entity, if present.
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+
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+ :param entity: The Entity instance to remove.
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+ :type entity: Entity
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+ """
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+ if entity in self.entities:
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+ self.entities.remove(entity)
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+
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+ def clear_entities(self):
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+ """Remove all entities from the scene."""
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+ self.entities.clear()
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+
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+ def update_entities(self, dt: float):
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+ """
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+ Default update loop for all entities.
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+
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+ :param dt: Time delta in seconds.
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+ :type dt: float
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+ """
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+ for ent in self.entities:
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+ ent.update(dt)
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+
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+ def draw_entities(self, surface: Backend):
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+ """
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+ Default draw loop for all entities.
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+
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+ :param surface: The backend surface to draw on.
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+ :type surface: Backend
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+ """
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+ for ent in self.entities:
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+ ent.draw(surface)
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+
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+ def add_overlay(self, overlay: OverlayFunc):
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+ """
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+ Register an overlay (drawn every frame, after entities).
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+
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+ :param overlay: A callable that takes a Backend and draws on it.
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+ :type overlay: OverlayFunc
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+ """
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+ self._overlays.append(overlay)
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+
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+ def remove_overlay(self, overlay: OverlayFunc):
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+ """
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+ Unregister a previously added overlay.
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+
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+ :param overlay: The overlay to remove.
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+ :type overlay: OverlayFunc
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+ """
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+ if overlay in self._overlays:
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+ self._overlays.remove(overlay)
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+
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+ def clear_overlays(self):
95
+ """Clear all registered overlays."""
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+ self._overlays.clear()
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+
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+ def draw_overlays(self, surface: Backend):
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+ """
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+ Call all overlays. Scenes should call this at the end of draw().
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+
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+ :param surface: The backend surface to draw on.
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+ :type surface: Backend
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+ """
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+ for overlay in self._overlays:
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+ overlay(surface)
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+
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+ @abstractmethod
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+ def on_enter(self):
110
+ """Called when the scene becomes active."""
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+
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+ @abstractmethod
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+ def on_exit(self):
114
+ """Called when the scene is replaced."""
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+
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+ @abstractmethod
117
+ def handle_event(self, event: Event):
118
+ """
119
+ Handle input / events (e.g. pygame.Event).
120
+
121
+ :param event: The event to handle.
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+ :type event: Event
123
+ """
124
+
125
+ @abstractmethod
126
+ def update(self, dt: float):
127
+ """
128
+ Update game logic. ``dt`` is the delta time in seconds.
129
+
130
+ :param dt: Time delta in seconds.
131
+ :type dt: float
132
+ """
133
+
134
+ @abstractmethod
135
+ def draw(self, surface: Backend):
136
+ """
137
+ Render to the main surface.
138
+
139
+ :param surface: The backend surface to draw on.
140
+ :type surface: Backend
141
+ """
142
+
143
+ def on_pause(self):
144
+ """Called when the game is paused."""
145
+
146
+ def on_resume(self):
147
+ """Called when the game is resumed."""
File without changes