Module pyboy.plugins.base_plugin
Expand source code
#
# License: See LICENSE.md file
# GitHub: https://github.com/Baekalfen/PyBoy
#
__pdoc__ = {
"PyBoyPlugin": False,
"PyBoyWindowPlugin": False,
"PyBoyGameWrapper.post_tick": False,
"PyBoyGameWrapper.enabled": False,
"PyBoyGameWrapper.argv": False,
}
import io
import random
import time
from array import array
import numpy as np
import pyboy
from pyboy.api.sprite import Sprite
logger = pyboy.logging.get_logger(__name__)
try:
from cython import compiled
cythonmode = compiled
except ImportError:
cythonmode = False
ROWS, COLS = 144, 160
class PyBoyPlugin:
argv = []
def __init__(self, pyboy, mb, pyboy_argv):
if not cythonmode:
self.pyboy = pyboy
self.mb = mb
self.pyboy_argv = pyboy_argv
def __cinit__(self, pyboy, mb, pyboy_argv, *args, **kwargs):
self.pyboy = pyboy
self.mb = mb
self.pyboy_argv = pyboy_argv
def handle_events(self, events):
return events
def post_tick(self):
pass
def window_title(self):
return ""
def stop(self):
pass
def enabled(self):
return True
class PyBoyWindowPlugin(PyBoyPlugin):
def __init__(self, pyboy, mb, pyboy_argv, *args, **kwargs):
super().__init__(pyboy, mb, pyboy_argv, *args, **kwargs)
self._ftime = time.perf_counter_ns()
if not self.enabled():
return
scale = pyboy_argv.get("scale")
self.scale = scale
logger.debug("%s initialization" % self.__class__.__name__)
self._scaledresolution = (scale * COLS, scale * ROWS)
logger.debug("Scale: x%d (%d, %d)", self.scale, self._scaledresolution[0], self._scaledresolution[1])
self.enable_title = True
if not cythonmode:
self.renderer = mb.lcd.renderer
def __cinit__(self, *args, **kwargs):
self.renderer = self.mb.lcd.renderer
def frame_limiter(self, speed):
self._ftime += int((1.0 / (60.0*speed)) * 1_000_000_000)
now = time.perf_counter_ns()
if (self._ftime > now):
delay = (self._ftime - now) // 1_000_000
time.sleep(delay / 1000)
else:
self._ftime = now
return True
def set_title(self, title):
pass
class PyBoyGameWrapper(PyBoyPlugin):
"""
This is the base-class for the game-wrappers. It provides some generic game-wrapping functionality, like `game_area`
, which shows both sprites and tiles on the screen as a simple matrix.
"""
cartridge_title = None
mapping_one_to_one = np.arange(384 * 2, dtype=np.uint8)
"""
Example mapping of 1:1
"""
def __init__(self, *args, game_area_section=(0, 0, 32, 32), game_area_follow_scxy=False, **kwargs):
super().__init__(*args, **kwargs)
if not cythonmode:
self.tilemap_background = self.pyboy.tilemap_background
self.tilemap_window = self.pyboy.tilemap_window
self.tilemap_use_background = True
self.mapping = np.asarray([x for x in range(768)], dtype=np.uint32)
self.sprite_offset = 0
self.game_has_started = False
self._tile_cache_invalid = True
self._sprite_cache_invalid = True
self.shape = None
"""
The shape of the game area. This can be modified with `pyboy.PyBoy.game_area_dimensions`.
Example:
```python
>>> pyboy.game_wrapper.shape
(32, 32)
```
"""
self._set_dimensions(*game_area_section, game_area_follow_scxy)
width, height = self.shape
self._cached_game_area_tiles_raw = array("B", [0xFF] * (width*height*4))
self._cached_game_area_tiles = memoryview(self._cached_game_area_tiles_raw).cast("I", shape=(width, height))
self.saved_state = io.BytesIO()
def __cinit__(self, pyboy, mb, pyboy_argv, *args, **kwargs):
self.tilemap_background = self.pyboy.tilemap_background
self.tilemap_window = self.pyboy.tilemap_window
def enabled(self):
return self.cartridge_title is None or self.pyboy.cartridge_title == self.cartridge_title
def post_tick(self):
self._tile_cache_invalid = True
self._sprite_cache_invalid = True
def _set_timer_div(self, timer_div):
if timer_div is None:
self.mb.timer.DIV = random.getrandbits(8)
else:
self.mb.timer.DIV = timer_div & 0xFF
def start_game(self, timer_div=None):
"""
Call this function right after initializing PyBoy. This will navigate through menus to start the game at the
first playable state.
A value can be passed to set the timer's DIV register. Some games depend on it for randomization.
The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
instantly.
Args:
timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
"""
self.game_has_started = True
self.saved_state.seek(0)
self.pyboy.save_state(self.saved_state)
self._set_timer_div(timer_div)
def reset_game(self, timer_div=None):
"""
After calling `start_game`, you can call this method at any time to reset the game.
Args:
timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
"""
if self.game_has_started:
self.saved_state.seek(0)
self.pyboy.load_state(self.saved_state)
self._set_timer_div(timer_div)
self.post_tick()
else:
logger.error("Tried to reset game, but it hasn't been started yet!")
def game_over(self):
"""
After calling `start_game`, you can call this method at any time to know if the game is over.
"""
raise NotImplementedError("game_over not implemented in game wrapper")
def _sprites_on_screen(self):
if self._sprite_cache_invalid:
self._cached_sprites_on_screen = []
for s in range(40):
sprite = Sprite(self.mb, s)
if sprite.on_screen:
self._cached_sprites_on_screen.append(sprite)
self._sprite_cache_invalid = False
return self._cached_sprites_on_screen
def _game_area_tiles(self):
if self._tile_cache_invalid:
xx = self.game_area_section[0]
yy = self.game_area_section[1]
width = self.game_area_section[2]
height = self.game_area_section[3]
scanline_parameters = self.pyboy.screen.tilemap_position_list
if self.game_area_follow_scxy:
self._cached_game_area_tiles = np.ndarray(shape=(height, width), dtype=np.uint32)
for y in range(height):
SCX = scanline_parameters[(yy+y) * 8][0] // 8
SCY = scanline_parameters[(yy+y) * 8][1] // 8
for x in range(width):
_x = (xx+x+SCX) % 32
_y = (yy+y+SCY) % 32
if self.tilemap_use_background:
self._cached_game_area_tiles[y, x] = self.tilemap_background.tile_identifier(_x, _y)
else:
self._cached_game_area_tiles[y, x] = self.tilemap_window.tile_identifier(_x, _y)
else:
if self.tilemap_use_background:
self._cached_game_area_tiles = np.asarray(
self.tilemap_background[xx:xx + width, yy:yy + height], dtype=np.uint32
)
else:
self._cached_game_area_tiles = np.asarray(
self.tilemap_window[xx:xx + width, yy:yy + height], dtype=np.uint32
)
self._tile_cache_invalid = False
return self._cached_game_area_tiles
def use_background(self, value):
self.tilemap_use_background = value
def game_area(self):
"""
This method returns a cut-out of the screen as a simplified matrix for use in machine learning applications.
Returns
-------
memoryview:
Simplified 2-dimensional memoryview of the screen
"""
tiles_matrix = self.mapping[self._game_area_tiles()]
sprites = self._sprites_on_screen()
xx = self.game_area_section[0]
yy = self.game_area_section[1]
width = self.game_area_section[2]
height = self.game_area_section[3]
for s in sprites:
_x = (s.x // 8) - xx
_y = (s.y // 8) - yy
if 0 <= _y < height and 0 <= _x < width:
tiles_matrix[_y][_x] = self.mapping[
s.tile_identifier] + self.sprite_offset # Adding offset to try to seperate sprites from tiles
return tiles_matrix
def game_area_mapping(self, mapping, sprite_offest):
self.mapping = np.asarray(mapping, dtype=np.uint32)
self.sprite_offset = sprite_offest
def _set_dimensions(self, x, y, width, height, follow_scrolling=True):
self.shape = (width, height)
self.game_area_section = (x, y, width, height)
self.game_area_follow_scxy = follow_scrolling
def _sum_number_on_screen(self, x, y, length, blank_tile_identifier, tile_identifier_offset):
number = 0
for i, x in enumerate(self.tilemap_background[x:x + length, y]):
if x != blank_tile_identifier:
number += (x+tile_identifier_offset) * (10**(length - 1 - i))
return number
def __repr__(self):
adjust = 4
# yapf: disable
sprites = "\n".join([str(s) for s in self._sprites_on_screen()])
tiles_header = (
" "*4 + "".join([f"{i: >4}" for i in range(self.shape[0])]) + "\n" +
"_"*(adjust*self.shape[0]+4)
)
tiles = "\n".join(
[
(f"{i: <3}|" + "".join([str(tile).rjust(adjust) for tile in line])).strip()
for i, line in enumerate(self.game_area())
]
)
return (
"Sprites on screen:\n" +
sprites +
"\n" +
"Tiles on screen:\n" +
tiles_header +
"\n" +
tiles
)
# yapf: enable
Classes
class PyBoyGameWrapper (*args, game_area_section=(0, 0, 32, 32), game_area_follow_scxy=False, **kwargs)
-
This is the base-class for the game-wrappers. It provides some generic game-wrapping functionality, like
game_area
, which shows both sprites and tiles on the screen as a simple matrix.Expand source code
class PyBoyGameWrapper(PyBoyPlugin): """ This is the base-class for the game-wrappers. It provides some generic game-wrapping functionality, like `game_area` , which shows both sprites and tiles on the screen as a simple matrix. """ cartridge_title = None mapping_one_to_one = np.arange(384 * 2, dtype=np.uint8) """ Example mapping of 1:1 """ def __init__(self, *args, game_area_section=(0, 0, 32, 32), game_area_follow_scxy=False, **kwargs): super().__init__(*args, **kwargs) if not cythonmode: self.tilemap_background = self.pyboy.tilemap_background self.tilemap_window = self.pyboy.tilemap_window self.tilemap_use_background = True self.mapping = np.asarray([x for x in range(768)], dtype=np.uint32) self.sprite_offset = 0 self.game_has_started = False self._tile_cache_invalid = True self._sprite_cache_invalid = True self.shape = None """ The shape of the game area. This can be modified with `pyboy.PyBoy.game_area_dimensions`. Example: ```python >>> pyboy.game_wrapper.shape (32, 32) ``` """ self._set_dimensions(*game_area_section, game_area_follow_scxy) width, height = self.shape self._cached_game_area_tiles_raw = array("B", [0xFF] * (width*height*4)) self._cached_game_area_tiles = memoryview(self._cached_game_area_tiles_raw).cast("I", shape=(width, height)) self.saved_state = io.BytesIO() def __cinit__(self, pyboy, mb, pyboy_argv, *args, **kwargs): self.tilemap_background = self.pyboy.tilemap_background self.tilemap_window = self.pyboy.tilemap_window def enabled(self): return self.cartridge_title is None or self.pyboy.cartridge_title == self.cartridge_title def post_tick(self): self._tile_cache_invalid = True self._sprite_cache_invalid = True def _set_timer_div(self, timer_div): if timer_div is None: self.mb.timer.DIV = random.getrandbits(8) else: self.mb.timer.DIV = timer_div & 0xFF def start_game(self, timer_div=None): """ Call this function right after initializing PyBoy. This will navigate through menus to start the game at the first playable state. A value can be passed to set the timer's DIV register. Some games depend on it for randomization. The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game instantly. Args: timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize. """ self.game_has_started = True self.saved_state.seek(0) self.pyboy.save_state(self.saved_state) self._set_timer_div(timer_div) def reset_game(self, timer_div=None): """ After calling `start_game`, you can call this method at any time to reset the game. Args: timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize. """ if self.game_has_started: self.saved_state.seek(0) self.pyboy.load_state(self.saved_state) self._set_timer_div(timer_div) self.post_tick() else: logger.error("Tried to reset game, but it hasn't been started yet!") def game_over(self): """ After calling `start_game`, you can call this method at any time to know if the game is over. """ raise NotImplementedError("game_over not implemented in game wrapper") def _sprites_on_screen(self): if self._sprite_cache_invalid: self._cached_sprites_on_screen = [] for s in range(40): sprite = Sprite(self.mb, s) if sprite.on_screen: self._cached_sprites_on_screen.append(sprite) self._sprite_cache_invalid = False return self._cached_sprites_on_screen def _game_area_tiles(self): if self._tile_cache_invalid: xx = self.game_area_section[0] yy = self.game_area_section[1] width = self.game_area_section[2] height = self.game_area_section[3] scanline_parameters = self.pyboy.screen.tilemap_position_list if self.game_area_follow_scxy: self._cached_game_area_tiles = np.ndarray(shape=(height, width), dtype=np.uint32) for y in range(height): SCX = scanline_parameters[(yy+y) * 8][0] // 8 SCY = scanline_parameters[(yy+y) * 8][1] // 8 for x in range(width): _x = (xx+x+SCX) % 32 _y = (yy+y+SCY) % 32 if self.tilemap_use_background: self._cached_game_area_tiles[y, x] = self.tilemap_background.tile_identifier(_x, _y) else: self._cached_game_area_tiles[y, x] = self.tilemap_window.tile_identifier(_x, _y) else: if self.tilemap_use_background: self._cached_game_area_tiles = np.asarray( self.tilemap_background[xx:xx + width, yy:yy + height], dtype=np.uint32 ) else: self._cached_game_area_tiles = np.asarray( self.tilemap_window[xx:xx + width, yy:yy + height], dtype=np.uint32 ) self._tile_cache_invalid = False return self._cached_game_area_tiles def use_background(self, value): self.tilemap_use_background = value def game_area(self): """ This method returns a cut-out of the screen as a simplified matrix for use in machine learning applications. Returns ------- memoryview: Simplified 2-dimensional memoryview of the screen """ tiles_matrix = self.mapping[self._game_area_tiles()] sprites = self._sprites_on_screen() xx = self.game_area_section[0] yy = self.game_area_section[1] width = self.game_area_section[2] height = self.game_area_section[3] for s in sprites: _x = (s.x // 8) - xx _y = (s.y // 8) - yy if 0 <= _y < height and 0 <= _x < width: tiles_matrix[_y][_x] = self.mapping[ s.tile_identifier] + self.sprite_offset # Adding offset to try to seperate sprites from tiles return tiles_matrix def game_area_mapping(self, mapping, sprite_offest): self.mapping = np.asarray(mapping, dtype=np.uint32) self.sprite_offset = sprite_offest def _set_dimensions(self, x, y, width, height, follow_scrolling=True): self.shape = (width, height) self.game_area_section = (x, y, width, height) self.game_area_follow_scxy = follow_scrolling def _sum_number_on_screen(self, x, y, length, blank_tile_identifier, tile_identifier_offset): number = 0 for i, x in enumerate(self.tilemap_background[x:x + length, y]): if x != blank_tile_identifier: number += (x+tile_identifier_offset) * (10**(length - 1 - i)) return number def __repr__(self): adjust = 4 # yapf: disable sprites = "\n".join([str(s) for s in self._sprites_on_screen()]) tiles_header = ( " "*4 + "".join([f"{i: >4}" for i in range(self.shape[0])]) + "\n" + "_"*(adjust*self.shape[0]+4) ) tiles = "\n".join( [ (f"{i: <3}|" + "".join([str(tile).rjust(adjust) for tile in line])).strip() for i, line in enumerate(self.game_area()) ] ) return ( "Sprites on screen:\n" + sprites + "\n" + "Tiles on screen:\n" + tiles_header + "\n" + tiles ) # yapf: enable
Ancestors
- pyboy.plugins.base_plugin.PyBoyPlugin
Subclasses
- GameWrapperKirbyDreamLand
- GameWrapperPokemonGen1
- GameWrapperPokemonPinball
- GameWrapperSuperMarioLand
- GameWrapperTetris
Class variables
var cartridge_title
var mapping_one_to_one
-
Example mapping of 1:1
Instance variables
var shape
-
The shape of the game area. This can be modified with
PyBoy.game_area_dimensions()
.Example:
>>> pyboy.game_wrapper.shape (32, 32)
Methods
def start_game(self, timer_div=None)
-
Call this function right after initializing PyBoy. This will navigate through menus to start the game at the first playable state.
A value can be passed to set the timer's DIV register. Some games depend on it for randomization.
The state of the emulator is saved, and using
reset_game
, you can get back to this point of the game instantly.Args
timer_div
:int
- Replace timer's DIV register with this value. Use
None
to randomize.
Expand source code
def start_game(self, timer_div=None): """ Call this function right after initializing PyBoy. This will navigate through menus to start the game at the first playable state. A value can be passed to set the timer's DIV register. Some games depend on it for randomization. The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game instantly. Args: timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize. """ self.game_has_started = True self.saved_state.seek(0) self.pyboy.save_state(self.saved_state) self._set_timer_div(timer_div)
def reset_game(self, timer_div=None)
-
After calling
start_game
, you can call this method at any time to reset the game.Args
timer_div
:int
- Replace timer's DIV register with this value. Use
None
to randomize.
Expand source code
def reset_game(self, timer_div=None): """ After calling `start_game`, you can call this method at any time to reset the game. Args: timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize. """ if self.game_has_started: self.saved_state.seek(0) self.pyboy.load_state(self.saved_state) self._set_timer_div(timer_div) self.post_tick() else: logger.error("Tried to reset game, but it hasn't been started yet!")
def game_over(self)
-
After calling
start_game
, you can call this method at any time to know if the game is over.Expand source code
def game_over(self): """ After calling `start_game`, you can call this method at any time to know if the game is over. """ raise NotImplementedError("game_over not implemented in game wrapper")
def use_background(self, value)
-
Expand source code
def use_background(self, value): self.tilemap_use_background = value
def game_area(self)
-
This method returns a cut-out of the screen as a simplified matrix for use in machine learning applications.
Returns
memoryview:
- Simplified 2-dimensional memoryview of the screen
Expand source code
def game_area(self): """ This method returns a cut-out of the screen as a simplified matrix for use in machine learning applications. Returns ------- memoryview: Simplified 2-dimensional memoryview of the screen """ tiles_matrix = self.mapping[self._game_area_tiles()] sprites = self._sprites_on_screen() xx = self.game_area_section[0] yy = self.game_area_section[1] width = self.game_area_section[2] height = self.game_area_section[3] for s in sprites: _x = (s.x // 8) - xx _y = (s.y // 8) - yy if 0 <= _y < height and 0 <= _x < width: tiles_matrix[_y][_x] = self.mapping[ s.tile_identifier] + self.sprite_offset # Adding offset to try to seperate sprites from tiles return tiles_matrix
def game_area_mapping(self, mapping, sprite_offest)
-
Expand source code
def game_area_mapping(self, mapping, sprite_offest): self.mapping = np.asarray(mapping, dtype=np.uint32) self.sprite_offset = sprite_offest