Fix #161: Update Grid, GridPoint, GridPointState stubs to match current API
- Grid: Update constructor (pos, size, grid_size, texture, ...) and add all current properties (zoom, center, layers, FOV, cell events, etc.) - Grid: Add all methods (find_path, compute_fov, add_layer, entities_in_radius, etc.) - GridPoint: Replace incorrect properties (texture_index, solid, color) with actual API (walkable, transparent, entities, grid_pos) - GridPointState: Replace incorrect properties with actual API (visible, discovered, point) - Add missing types: ColorLayer, TileLayer, FOV, AStarPath, DijkstraMap, HeightMap, NoiseSource, BSP Closes #161 Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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3 changed files with 1120 additions and 111 deletions
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@ -6,7 +6,7 @@ Core game engine interface for creating roguelike games with Python.
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from typing import Any, List, Dict, Tuple, Optional, Callable, Union, overload
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# Type aliases
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UIElement = Union['Frame', 'Caption', 'Sprite', 'Grid']
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UIElement = Union['Frame', 'Caption', 'Sprite', 'Grid', 'Line', 'Circle', 'Arc']
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Transition = Union[str, None]
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# Classes
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@ -75,131 +75,514 @@ class Font:
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class Drawable:
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"""Base class for all drawable UI elements."""
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x: float
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y: float
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visible: bool
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z_index: int
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name: str
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pos: Vector
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# Mouse event callbacks (#140, #141)
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on_click: Optional[Callable[[float, float, int, str], None]]
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on_enter: Optional[Callable[[float, float, int, str], None]]
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on_exit: Optional[Callable[[float, float, int, str], None]]
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on_move: Optional[Callable[[float, float, int, str], None]]
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# Read-only hover state (#140)
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hovered: bool
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def get_bounds(self) -> Tuple[float, float, float, float]:
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"""Get bounding box as (x, y, width, height)."""
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...
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def move(self, dx: float, dy: float) -> None:
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"""Move by relative offset (dx, dy)."""
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...
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def resize(self, width: float, height: float) -> None:
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"""Resize to new dimensions (width, height)."""
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...
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class Frame(Drawable):
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"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)
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"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, on_click=None, children=None)
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A rectangular frame UI element that can contain other drawable elements.
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"""
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@overload
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def __init__(self) -> None: ...
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@overload
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def __init__(self, x: float = 0, y: float = 0, w: float = 0, h: float = 0,
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fill_color: Optional[Color] = None, outline_color: Optional[Color] = None,
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outline: float = 0, click: Optional[Callable] = None,
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outline: float = 0, on_click: Optional[Callable] = None,
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children: Optional[List[UIElement]] = None) -> None: ...
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w: float
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h: float
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fill_color: Color
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outline_color: Color
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outline: float
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click: Optional[Callable[[float, float, int], None]]
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on_click: Optional[Callable[[float, float, int], None]]
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children: 'UICollection'
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clip_children: bool
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class Caption(Drawable):
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"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)
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"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, on_click=None)
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A text display UI element with customizable font and styling.
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"""
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@overload
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def __init__(self) -> None: ...
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@overload
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def __init__(self, text: str = '', x: float = 0, y: float = 0,
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font: Optional[Font] = None, fill_color: Optional[Color] = None,
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outline_color: Optional[Color] = None, outline: float = 0,
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click: Optional[Callable] = None) -> None: ...
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on_click: Optional[Callable] = None) -> None: ...
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text: str
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font: Font
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fill_color: Color
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outline_color: Color
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outline: float
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click: Optional[Callable[[float, float, int], None]]
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on_click: Optional[Callable[[float, float, int], None]]
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w: float # Read-only, computed from text
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h: float # Read-only, computed from text
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class Sprite(Drawable):
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"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)
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"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, on_click=None)
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A sprite UI element that displays a texture or portion of a texture atlas.
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"""
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@overload
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def __init__(self) -> None: ...
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@overload
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def __init__(self, x: float = 0, y: float = 0, texture: Optional[Texture] = None,
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sprite_index: int = 0, scale: float = 1.0,
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click: Optional[Callable] = None) -> None: ...
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on_click: Optional[Callable] = None) -> None: ...
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texture: Texture
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sprite_index: int
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scale: float
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click: Optional[Callable[[float, float, int], None]]
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on_click: Optional[Callable[[float, float, int], None]]
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w: float # Read-only, computed from texture
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h: float # Read-only, computed from texture
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class Grid(Drawable):
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"""Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)
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"""Grid(pos=(0,0), size=(0,0), grid_size=(2,2), texture=None, ...)
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A grid-based tilemap UI element for rendering tile-based levels and game worlds.
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Supports layers, FOV, pathfinding, and entity management.
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"""
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@overload
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def __init__(self) -> None: ...
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@overload
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def __init__(self, x: float = 0, y: float = 0, grid_size: Tuple[int, int] = (20, 20),
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texture: Optional[Texture] = None, tile_width: int = 16, tile_height: int = 16,
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scale: float = 1.0, click: Optional[Callable] = None) -> None: ...
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grid_size: Tuple[int, int]
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tile_width: int
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tile_height: int
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texture: Texture
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scale: float
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points: List[List['GridPoint']]
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entities: 'EntityCollection'
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background_color: Color
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click: Optional[Callable[[int, int, int], None]]
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def __init__(self, pos: Tuple[float, float] = (0, 0),
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size: Tuple[float, float] = (0, 0),
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grid_size: Tuple[int, int] = (2, 2),
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texture: Optional[Texture] = None,
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fill_color: Optional[Color] = None,
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on_click: Optional[Callable] = None,
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center_x: float = 0, center_y: float = 0, zoom: float = 1.0,
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visible: bool = True, opacity: float = 1.0,
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z_index: int = 0, name: str = '') -> None: ...
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# Dimensions
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grid_size: Tuple[int, int] # Read-only (grid_w, grid_h)
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grid_w: int # Read-only
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grid_h: int # Read-only
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# Position and size
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position: Tuple[float, float]
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size: Vector
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w: float
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h: float
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# Camera/viewport
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center: Vector # Viewport center point (pan position)
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center_x: float
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center_y: float
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zoom: float # Scale factor for rendering
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# Collections
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entities: 'EntityCollection' # Entities on this grid
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children: 'UICollection' # UI overlays (speech bubbles, effects)
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layers: List[Union['ColorLayer', 'TileLayer']] # Grid layers sorted by z_index
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# Appearance
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texture: Texture # Read-only
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fill_color: Color # Background fill color
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# Perspective/FOV
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perspective: Optional['Entity'] # Entity for FOV rendering (None = omniscient)
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perspective_enabled: bool # Whether to use perspective-based FOV
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fov: 'FOV' # FOV algorithm enum
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fov_radius: int # Default FOV radius
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# Cell-level mouse events
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on_cell_enter: Optional[Callable[['Vector'], None]]
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on_cell_exit: Optional[Callable[['Vector'], None]]
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on_cell_click: Optional[Callable[['Vector'], None]]
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hovered_cell: Optional[Tuple[int, int]] # Read-only
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def at(self, x: int, y: int) -> 'GridPoint':
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"""Get grid point at tile coordinates."""
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...
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class GridPoint:
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"""Grid point representing a single tile."""
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texture_index: int
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solid: bool
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def center_camera(self, pos: Optional[Tuple[float, float]] = None) -> None:
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"""Center the camera on a tile coordinate."""
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...
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# FOV methods
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def compute_fov(self, pos: Tuple[int, int], radius: int = 0,
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light_walls: bool = True, algorithm: Optional['FOV'] = None) -> None:
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"""Compute field of view from a position."""
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...
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def is_in_fov(self, pos: Tuple[int, int]) -> bool:
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"""Check if a cell is in the field of view."""
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...
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# Pathfinding methods
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def find_path(self, start: Union[Tuple[int, int], 'Vector', 'Entity'],
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end: Union[Tuple[int, int], 'Vector', 'Entity'],
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diagonal_cost: float = 1.41) -> Optional['AStarPath']:
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"""Compute A* path between two points."""
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...
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def get_dijkstra_map(self, root: Union[Tuple[int, int], 'Vector', 'Entity'],
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diagonal_cost: float = 1.41) -> 'DijkstraMap':
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"""Get or create a Dijkstra distance map for a root position."""
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...
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def clear_dijkstra_maps(self) -> None:
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"""Clear all cached Dijkstra maps."""
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...
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# Layer methods
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def add_layer(self, type: str, z_index: int = -1,
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texture: Optional[Texture] = None) -> Union['ColorLayer', 'TileLayer']:
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"""Add a new layer to the grid."""
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...
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def remove_layer(self, layer: Union['ColorLayer', 'TileLayer']) -> None:
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"""Remove a layer from the grid."""
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...
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def layer(self, z_index: int) -> Optional[Union['ColorLayer', 'TileLayer']]:
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"""Get layer by z_index."""
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...
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# Spatial queries
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def entities_in_radius(self, pos: Union[Tuple[float, float], 'Vector'],
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radius: float) -> List['Entity']:
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"""Query entities within radius using spatial hash."""
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...
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# HeightMap application
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def apply_threshold(self, source: 'HeightMap', range: Tuple[float, float],
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walkable: Optional[bool] = None,
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transparent: Optional[bool] = None) -> 'Grid':
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"""Apply walkable/transparent properties where heightmap values are in range."""
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...
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def apply_ranges(self, source: 'HeightMap',
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ranges: List[Tuple[Tuple[float, float], Dict[str, bool]]]) -> 'Grid':
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"""Apply multiple thresholds in a single pass."""
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...
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class Line(Drawable):
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"""Line(start=None, end=None, thickness=1.0, color=None, on_click=None, **kwargs)
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A line UI element for drawing straight lines between two points.
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"""
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@overload
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def __init__(self) -> None: ...
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@overload
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def __init__(self, start: Optional[Tuple[float, float]] = None,
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end: Optional[Tuple[float, float]] = None,
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thickness: float = 1.0, color: Optional[Color] = None,
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on_click: Optional[Callable] = None) -> None: ...
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start: Vector
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end: Vector
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thickness: float
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color: Color
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on_click: Optional[Callable[[float, float, int], None]]
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class Circle(Drawable):
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"""Circle(radius=0, center=None, fill_color=None, outline_color=None, outline=0, on_click=None, **kwargs)
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A circle UI element for drawing filled or outlined circles.
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"""
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@overload
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def __init__(self) -> None: ...
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@overload
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def __init__(self, radius: float = 0, center: Optional[Tuple[float, float]] = None,
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fill_color: Optional[Color] = None, outline_color: Optional[Color] = None,
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outline: float = 0, on_click: Optional[Callable] = None) -> None: ...
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radius: float
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center: Vector
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fill_color: Color
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outline_color: Color
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outline: float
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on_click: Optional[Callable[[float, float, int], None]]
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class Arc(Drawable):
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"""Arc(center=None, radius=0, start_angle=0, end_angle=90, color=None, thickness=1, on_click=None, **kwargs)
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An arc UI element for drawing curved line segments.
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"""
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@overload
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def __init__(self) -> None: ...
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@overload
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def __init__(self, center: Optional[Tuple[float, float]] = None, radius: float = 0,
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start_angle: float = 0, end_angle: float = 90,
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color: Optional[Color] = None, thickness: float = 1.0,
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on_click: Optional[Callable] = None) -> None: ...
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center: Vector
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radius: float
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start_angle: float
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end_angle: float
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color: Color
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thickness: float
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on_click: Optional[Callable[[float, float, int], None]]
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class GridPoint:
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"""Grid point representing a single tile's properties.
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Accessed via Grid.at(x, y). Controls walkability and transparency
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for pathfinding and FOV calculations.
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"""
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walkable: bool # Whether entities can walk through this cell
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transparent: bool # Whether light/sight passes through this cell
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entities: List['Entity'] # Read-only list of entities at this cell
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grid_pos: Tuple[int, int] # Read-only (x, y) position in grid
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class GridPointState:
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"""State information for a grid point."""
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texture_index: int
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color: Color
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"""Per-entity visibility state for a grid cell.
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Tracks what an entity has seen/discovered. Accessed via entity perspective system.
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"""
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visible: bool # Currently visible in FOV
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discovered: bool # Has been seen at least once
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point: Optional['GridPoint'] # The GridPoint at this position (None if not discovered)
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class ColorLayer:
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"""A color overlay layer for Grid.
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Provides per-cell color values for tinting, fog of war, etc.
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"""
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z_index: int
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grid: 'Grid' # Read-only parent grid
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def fill(self, color: Color) -> None:
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"""Fill entire layer with a single color."""
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...
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def set_color(self, pos: Tuple[int, int], color: Color) -> None:
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"""Set color at a specific cell."""
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...
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def get_color(self, pos: Tuple[int, int]) -> Color:
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"""Get color at a specific cell."""
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...
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class TileLayer:
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"""A tile sprite layer for Grid.
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Provides per-cell tile indices for multi-layer tile rendering.
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"""
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z_index: int
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grid: 'Grid' # Read-only parent grid
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texture: Optional[Texture]
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def fill(self, tile_index: int) -> None:
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"""Fill entire layer with a single tile index."""
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...
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def set_tile(self, pos: Tuple[int, int], tile_index: int) -> None:
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"""Set tile index at a specific cell."""
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...
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def get_tile(self, pos: Tuple[int, int]) -> int:
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"""Get tile index at a specific cell."""
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...
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class FOV:
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"""Field of view algorithm enum.
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Available algorithms:
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- FOV.BASIC: Simple raycasting
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- FOV.DIAMOND: Diamond-shaped FOV
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- FOV.SHADOW: Shadow casting (recommended)
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- FOV.PERMISSIVE_0 through FOV.PERMISSIVE_8: Permissive algorithms
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- FOV.RESTRICTIVE: Restrictive precise angle shadowcasting
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"""
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BASIC: 'FOV'
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DIAMOND: 'FOV'
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SHADOW: 'FOV'
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PERMISSIVE_0: 'FOV'
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PERMISSIVE_1: 'FOV'
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PERMISSIVE_2: 'FOV'
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PERMISSIVE_3: 'FOV'
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PERMISSIVE_4: 'FOV'
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PERMISSIVE_5: 'FOV'
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PERMISSIVE_6: 'FOV'
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PERMISSIVE_7: 'FOV'
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PERMISSIVE_8: 'FOV'
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RESTRICTIVE: 'FOV'
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class AStarPath:
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"""A* pathfinding result.
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Returned by Grid.find_path(). Can be iterated or walked step-by-step.
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"""
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def __iter__(self) -> Any: ...
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def __len__(self) -> int: ...
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def walk(self) -> Optional[Tuple[int, int]]:
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"""Get next step in path, or None if complete."""
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...
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def reverse(self) -> 'AStarPath':
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"""Return a reversed copy of the path."""
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...
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class DijkstraMap:
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"""Dijkstra distance map for pathfinding.
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Created by Grid.get_dijkstra_map(). Provides distance queries
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and path finding from the root position.
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"""
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root: Tuple[int, int] # Read-only root position
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def get_distance(self, pos: Tuple[int, int]) -> float:
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"""Get distance from root to position (-1 if unreachable)."""
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...
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def get_path(self, pos: Tuple[int, int]) -> Optional[List[Tuple[int, int]]]:
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"""Get path from position to root."""
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...
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class HeightMap:
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"""2D height field for terrain generation.
|
||||
|
||||
Used for procedural generation and applying terrain to grids.
|
||||
"""
|
||||
|
||||
width: int # Read-only
|
||||
height: int # Read-only
|
||||
|
||||
def __init__(self, width: int, height: int) -> None: ...
|
||||
|
||||
def get(self, x: int, y: int) -> float:
|
||||
"""Get height value at position."""
|
||||
...
|
||||
|
||||
def set(self, x: int, y: int, value: float) -> None:
|
||||
"""Set height value at position."""
|
||||
...
|
||||
|
||||
def fill(self, value: float) -> 'HeightMap':
|
||||
"""Fill entire heightmap with a value."""
|
||||
...
|
||||
|
||||
def clear(self) -> 'HeightMap':
|
||||
"""Clear heightmap to 0."""
|
||||
...
|
||||
|
||||
def normalize(self, min_val: float = 0.0, max_val: float = 1.0) -> 'HeightMap':
|
||||
"""Normalize values to range."""
|
||||
...
|
||||
|
||||
def add_hill(self, center: Tuple[float, float], radius: float, height: float) -> 'HeightMap':
|
||||
"""Add a hill at position."""
|
||||
...
|
||||
|
||||
def add_fbm(self, noise: 'NoiseSource', mulx: float = 1.0, muly: float = 1.0,
|
||||
addx: float = 0.0, addy: float = 0.0, octaves: int = 4,
|
||||
delta: float = 1.0, scale: float = 1.0) -> 'HeightMap':
|
||||
"""Add fractal Brownian motion noise."""
|
||||
...
|
||||
|
||||
def scale(self, factor: float) -> 'HeightMap':
|
||||
"""Scale all values by factor."""
|
||||
...
|
||||
|
||||
def clamp(self, min_val: float, max_val: float) -> 'HeightMap':
|
||||
"""Clamp values to range."""
|
||||
...
|
||||
|
||||
class NoiseSource:
|
||||
"""Coherent noise generator for procedural generation.
|
||||
|
||||
Supports various noise types: PERLIN, SIMPLEX, WAVELET, etc.
|
||||
"""
|
||||
|
||||
def __init__(self, type: str = 'SIMPLEX', seed: Optional[int] = None) -> None: ...
|
||||
|
||||
def get(self, x: float, y: float, z: float = 0.0) -> float:
|
||||
"""Get noise value at position."""
|
||||
...
|
||||
|
||||
class BSP:
|
||||
"""Binary space partitioning for dungeon generation.
|
||||
|
||||
Recursively subdivides a rectangle into rooms.
|
||||
"""
|
||||
|
||||
x: int
|
||||
y: int
|
||||
width: int
|
||||
height: int
|
||||
level: int
|
||||
horizontal: bool
|
||||
position: int
|
||||
|
||||
def __init__(self, x: int, y: int, width: int, height: int) -> None: ...
|
||||
|
||||
def split_recursive(self, randomizer: Optional[Any] = None, nb: int = 8,
|
||||
minHSize: int = 4, minVSize: int = 4,
|
||||
maxHRatio: float = 1.5, maxVRatio: float = 1.5) -> None:
|
||||
"""Recursively split the BSP tree."""
|
||||
...
|
||||
|
||||
def traverse(self, callback: Callable[['BSP'], bool],
|
||||
order: str = 'PRE_ORDER') -> None:
|
||||
"""Traverse BSP tree calling callback for each node."""
|
||||
...
|
||||
|
||||
def is_leaf(self) -> bool:
|
||||
"""Check if this is a leaf node (no children)."""
|
||||
...
|
||||
|
||||
def contains(self, x: int, y: int) -> bool:
|
||||
"""Check if point is within this node's bounds."""
|
||||
...
|
||||
|
||||
def get_left(self) -> Optional['BSP']:
|
||||
"""Get left child node."""
|
||||
...
|
||||
|
||||
def get_right(self) -> Optional['BSP']:
|
||||
"""Get right child node."""
|
||||
...
|
||||
|
||||
class Entity(Drawable):
|
||||
"""Entity(grid_x=0, grid_y=0, texture=None, sprite_index=0, name='')
|
||||
|
|
@ -232,7 +615,7 @@ class Entity(Drawable):
|
|||
...
|
||||
|
||||
class UICollection:
|
||||
"""Collection of UI drawable elements (Frame, Caption, Sprite, Grid)."""
|
||||
"""Collection of UI drawable elements (Frame, Caption, Sprite, Grid, Line, Circle, Arc)."""
|
||||
|
||||
def __len__(self) -> int: ...
|
||||
def __getitem__(self, index: int) -> UIElement: ...
|
||||
|
|
@ -269,45 +652,47 @@ class EntityCollection:
|
|||
|
||||
class Scene:
|
||||
"""Base class for object-oriented scenes."""
|
||||
|
||||
|
||||
name: str
|
||||
|
||||
children: UICollection # #151: UI elements collection (read-only alias for get_ui())
|
||||
on_key: Optional[Callable[[str, str], None]] # Keyboard handler (key, action)
|
||||
|
||||
def __init__(self, name: str) -> None: ...
|
||||
|
||||
|
||||
def activate(self) -> None:
|
||||
"""Called when scene becomes active."""
|
||||
...
|
||||
|
||||
|
||||
def deactivate(self) -> None:
|
||||
"""Called when scene becomes inactive."""
|
||||
...
|
||||
|
||||
|
||||
def get_ui(self) -> UICollection:
|
||||
"""Get UI elements collection."""
|
||||
...
|
||||
|
||||
|
||||
def on_keypress(self, key: str, pressed: bool) -> None:
|
||||
"""Handle keyboard events."""
|
||||
"""Handle keyboard events (override in subclass)."""
|
||||
...
|
||||
|
||||
|
||||
def on_click(self, x: float, y: float, button: int) -> None:
|
||||
"""Handle mouse clicks."""
|
||||
"""Handle mouse clicks (override in subclass)."""
|
||||
...
|
||||
|
||||
|
||||
def on_enter(self) -> None:
|
||||
"""Called when entering the scene."""
|
||||
"""Called when entering the scene (override in subclass)."""
|
||||
...
|
||||
|
||||
|
||||
def on_exit(self) -> None:
|
||||
"""Called when leaving the scene."""
|
||||
"""Called when leaving the scene (override in subclass)."""
|
||||
...
|
||||
|
||||
|
||||
def on_resize(self, width: int, height: int) -> None:
|
||||
"""Handle window resize events."""
|
||||
"""Handle window resize events (override in subclass)."""
|
||||
...
|
||||
|
||||
|
||||
def update(self, dt: float) -> None:
|
||||
"""Update scene logic."""
|
||||
"""Update scene logic (override in subclass)."""
|
||||
...
|
||||
|
||||
class Timer:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue