Module pyboy.botsupport.tile

The Game Boy uses tiles as the building block for all graphics on the screen. This base-class is used both for Sprite and TileMap, when refering to graphics.

Expand source code
#
# License: See LICENSE.md file
# GitHub: https://github.com/Baekalfen/PyBoy
#
"""
The Game Boy uses tiles as the building block for all graphics on the screen. This base-class is used both for
`pyboy.botsupport.sprite.Sprite` and `pyboy.botsupport.tilemap.TileMap`, when refering to graphics.
"""

import logging

import numpy as np
from pyboy.utils import color_code

from .constants import LOW_TILEDATA, VRAM_OFFSET

logger = logging.getLogger(__name__)

try:
    from PIL import Image
except ImportError:
    Image = None


class Tile:
    def __init__(self, mb, identifier):
        """
        The Game Boy uses tiles as the building block for all graphics on the screen. This base-class is used for
        `pyboy.botsupport.BotSupportManager.tile`, `pyboy.botsupport.sprite.Sprite` and `pyboy.botsupport.tilemap.TileMap`, when
        refering to graphics.

        This class is not meant to be instantiated by developers reading this documentation, but it will be created
        internally and returned by `pyboy.botsupport.sprite.Sprite.tiles` and
        `pyboy.botsupport.tilemap.TileMap.tile`.

        The data of this class is static, apart from the image data, which is loaded from the Game Boy's memory when
        needed. Beware that the graphics for the tile can change between each call to `pyboy.PyBoy.tick`.
        """
        self.mb = mb

        assert 0 <= identifier < 384, "Identifier out of range"

        self.data_address = LOW_TILEDATA + (16*identifier)
        """
        The tile data is defined in a specific area of the Game Boy. This function returns the address of the tile data
        corresponding to the tile identifier. It is advised to use `pyboy.botsupport.tile.Tile.image` or one of the
        other `image`-functions if you want to view the tile.

        You can read how the data is read in the
        [Pan Docs: VRAM Tile Data](http://bgb.bircd.org/pandocs.htm#vramtiledata).

        Returns
        -------
        int:
            address in VRAM where tile data starts
        """

        self.tile_identifier = (self.data_address - LOW_TILEDATA) // 16
        """
        The Game Boy has a slightly complicated indexing system for tiles. This identifier unifies the otherwise
        complicated indexing system on the Game Boy into a single range of 0-383 (both included).

        Returns
        -------
        int:
            Unique identifier for the tile
        """

        self.shape = (8, 8)
        """
        Tiles are always 8x8 pixels.

        Returns
        -------
        (int, int):
            The width and height of the tile.
        """

    def image(self):
        """
        Use this function to get an easy-to-use `PIL.Image` object of the tile. The image is 8x8 pixels in RGBA colors.

        Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

        Returns
        -------
        PIL.Image :
            Image of tile in 8x8 pixels and RGBA colors.
        """
        if Image is None:
            logger.error(f"{__name__}: Missing dependency \"Pillow\".")
            return None
        return Image.frombytes("RGBA", (8, 8), bytes(self.image_data()))

    def image_ndarray(self):
        """
        Use this function to get an easy-to-use `numpy.ndarray` object of the tile. The array has a shape of (8, 8, 4)
        and each value is of `numpy.uint8`. The values corresponds to and RGBA image of 8x8 pixels with each sub-color
        in a separate cell.

        Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

        Returns
        -------
        numpy.ndarray :
            Array of shape (8, 8, 4) with data type of `numpy.uint8`.
        """
        return np.asarray(self.image_data()).view(dtype=np.uint8).reshape(8, 8, 4)

    def image_data(self):
        """
        Use this function to get the raw tile data. The data is a `memoryview` corresponding to 8x8 pixels in RGBA
        colors.

        Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

        Returns
        -------
        memoryview :
            Image data of tile in 8x8 pixels and RGBA colors.
        """
        data = np.zeros((8, 8), dtype=np.uint32)
        # Converting from RGBA to ABGR
        color_palette = [(x >> 8) | 0xFF000000 for x in self.mb.renderer.color_palette]

        for k in range(0, 16, 2): # 2 bytes for each line
            byte1 = self.mb.lcd.VRAM[self.data_address + k - VRAM_OFFSET]
            byte2 = self.mb.lcd.VRAM[self.data_address + k + 1 - VRAM_OFFSET]

            for x in range(8):
                colorcode = color_code(byte1, byte2, 7 - x)
                data[k // 2][x] = color_palette[self.mb.lcd.BGP.getcolor(colorcode)]

        return data

    def __eq__(self, other):
        return self.data_address == other.data_address

    def __repr__(self):
        return f"Tile: {self.tile_identifier}"

Classes

class Tile (mb, identifier)

The Game Boy uses tiles as the building block for all graphics on the screen. This base-class is used for BotSupportManager.tile(), Sprite and TileMap, when refering to graphics.

This class is not meant to be instantiated by developers reading this documentation, but it will be created internally and returned by Sprite.tiles and TileMap.tile().

The data of this class is static, apart from the image data, which is loaded from the Game Boy's memory when needed. Beware that the graphics for the tile can change between each call to PyBoy.tick().

Expand source code
class Tile:
    def __init__(self, mb, identifier):
        """
        The Game Boy uses tiles as the building block for all graphics on the screen. This base-class is used for
        `pyboy.botsupport.BotSupportManager.tile`, `pyboy.botsupport.sprite.Sprite` and `pyboy.botsupport.tilemap.TileMap`, when
        refering to graphics.

        This class is not meant to be instantiated by developers reading this documentation, but it will be created
        internally and returned by `pyboy.botsupport.sprite.Sprite.tiles` and
        `pyboy.botsupport.tilemap.TileMap.tile`.

        The data of this class is static, apart from the image data, which is loaded from the Game Boy's memory when
        needed. Beware that the graphics for the tile can change between each call to `pyboy.PyBoy.tick`.
        """
        self.mb = mb

        assert 0 <= identifier < 384, "Identifier out of range"

        self.data_address = LOW_TILEDATA + (16*identifier)
        """
        The tile data is defined in a specific area of the Game Boy. This function returns the address of the tile data
        corresponding to the tile identifier. It is advised to use `pyboy.botsupport.tile.Tile.image` or one of the
        other `image`-functions if you want to view the tile.

        You can read how the data is read in the
        [Pan Docs: VRAM Tile Data](http://bgb.bircd.org/pandocs.htm#vramtiledata).

        Returns
        -------
        int:
            address in VRAM where tile data starts
        """

        self.tile_identifier = (self.data_address - LOW_TILEDATA) // 16
        """
        The Game Boy has a slightly complicated indexing system for tiles. This identifier unifies the otherwise
        complicated indexing system on the Game Boy into a single range of 0-383 (both included).

        Returns
        -------
        int:
            Unique identifier for the tile
        """

        self.shape = (8, 8)
        """
        Tiles are always 8x8 pixels.

        Returns
        -------
        (int, int):
            The width and height of the tile.
        """

    def image(self):
        """
        Use this function to get an easy-to-use `PIL.Image` object of the tile. The image is 8x8 pixels in RGBA colors.

        Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

        Returns
        -------
        PIL.Image :
            Image of tile in 8x8 pixels and RGBA colors.
        """
        if Image is None:
            logger.error(f"{__name__}: Missing dependency \"Pillow\".")
            return None
        return Image.frombytes("RGBA", (8, 8), bytes(self.image_data()))

    def image_ndarray(self):
        """
        Use this function to get an easy-to-use `numpy.ndarray` object of the tile. The array has a shape of (8, 8, 4)
        and each value is of `numpy.uint8`. The values corresponds to and RGBA image of 8x8 pixels with each sub-color
        in a separate cell.

        Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

        Returns
        -------
        numpy.ndarray :
            Array of shape (8, 8, 4) with data type of `numpy.uint8`.
        """
        return np.asarray(self.image_data()).view(dtype=np.uint8).reshape(8, 8, 4)

    def image_data(self):
        """
        Use this function to get the raw tile data. The data is a `memoryview` corresponding to 8x8 pixels in RGBA
        colors.

        Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

        Returns
        -------
        memoryview :
            Image data of tile in 8x8 pixels and RGBA colors.
        """
        data = np.zeros((8, 8), dtype=np.uint32)
        # Converting from RGBA to ABGR
        color_palette = [(x >> 8) | 0xFF000000 for x in self.mb.renderer.color_palette]

        for k in range(0, 16, 2): # 2 bytes for each line
            byte1 = self.mb.lcd.VRAM[self.data_address + k - VRAM_OFFSET]
            byte2 = self.mb.lcd.VRAM[self.data_address + k + 1 - VRAM_OFFSET]

            for x in range(8):
                colorcode = color_code(byte1, byte2, 7 - x)
                data[k // 2][x] = color_palette[self.mb.lcd.BGP.getcolor(colorcode)]

        return data

    def __eq__(self, other):
        return self.data_address == other.data_address

    def __repr__(self):
        return f"Tile: {self.tile_identifier}"

Instance variables

var data_address

The tile data is defined in a specific area of the Game Boy. This function returns the address of the tile data corresponding to the tile identifier. It is advised to use Tile.image() or one of the other image-functions if you want to view the tile.

You can read how the data is read in the Pan Docs: VRAM Tile Data.

Returns

int:
address in VRAM where tile data starts
var tile_identifier

The Game Boy has a slightly complicated indexing system for tiles. This identifier unifies the otherwise complicated indexing system on the Game Boy into a single range of 0-383 (both included).

Returns

int:
Unique identifier for the tile
var shape

Tiles are always 8x8 pixels.

Returns

(int, int): The width and height of the tile.

Methods

def image(self)

Use this function to get an easy-to-use PIL.Image object of the tile. The image is 8x8 pixels in RGBA colors.

Be aware, that the graphics for this tile can change between each call to PyBoy.tick().

Returns

PIL.Image :
Image of tile in 8x8 pixels and RGBA colors.
Expand source code
def image(self):
    """
    Use this function to get an easy-to-use `PIL.Image` object of the tile. The image is 8x8 pixels in RGBA colors.

    Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

    Returns
    -------
    PIL.Image :
        Image of tile in 8x8 pixels and RGBA colors.
    """
    if Image is None:
        logger.error(f"{__name__}: Missing dependency \"Pillow\".")
        return None
    return Image.frombytes("RGBA", (8, 8), bytes(self.image_data()))
def image_ndarray(self)

Use this function to get an easy-to-use numpy.ndarray object of the tile. The array has a shape of (8, 8, 4) and each value is of numpy.uint8. The values corresponds to and RGBA image of 8x8 pixels with each sub-color in a separate cell.

Be aware, that the graphics for this tile can change between each call to PyBoy.tick().

Returns

numpy.ndarray :
Array of shape (8, 8, 4) with data type of numpy.uint8.
Expand source code
def image_ndarray(self):
    """
    Use this function to get an easy-to-use `numpy.ndarray` object of the tile. The array has a shape of (8, 8, 4)
    and each value is of `numpy.uint8`. The values corresponds to and RGBA image of 8x8 pixels with each sub-color
    in a separate cell.

    Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

    Returns
    -------
    numpy.ndarray :
        Array of shape (8, 8, 4) with data type of `numpy.uint8`.
    """
    return np.asarray(self.image_data()).view(dtype=np.uint8).reshape(8, 8, 4)
def image_data(self)

Use this function to get the raw tile data. The data is a memoryview corresponding to 8x8 pixels in RGBA colors.

Be aware, that the graphics for this tile can change between each call to PyBoy.tick().

Returns

memoryview :
Image data of tile in 8x8 pixels and RGBA colors.
Expand source code
def image_data(self):
    """
    Use this function to get the raw tile data. The data is a `memoryview` corresponding to 8x8 pixels in RGBA
    colors.

    Be aware, that the graphics for this tile can change between each call to `pyboy.PyBoy.tick`.

    Returns
    -------
    memoryview :
        Image data of tile in 8x8 pixels and RGBA colors.
    """
    data = np.zeros((8, 8), dtype=np.uint32)
    # Converting from RGBA to ABGR
    color_palette = [(x >> 8) | 0xFF000000 for x in self.mb.renderer.color_palette]

    for k in range(0, 16, 2): # 2 bytes for each line
        byte1 = self.mb.lcd.VRAM[self.data_address + k - VRAM_OFFSET]
        byte2 = self.mb.lcd.VRAM[self.data_address + k + 1 - VRAM_OFFSET]

        for x in range(8):
            colorcode = color_code(byte1, byte2, 7 - x)
            data[k // 2][x] = color_palette[self.mb.lcd.BGP.getcolor(colorcode)]

    return data