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texastoast

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Python RPG engine with I2C hardware abstraction for magmacrunch game systems.

A tkinter-based 2D game engine inspired by adenosine, with optional I2C support for Raspberry Pi hardware.

It ships a hardware dev kit too: a simulator, a controller test bench, and session record/replay, so you can build and test against I2C controllers you do not have plugged in — or have not finished building.

pip install texastoast && texastoast-bench --sim

Install

pip install texastoast

Optional extras:

pip install "texastoast[sprites]"   # Pillow, for sprite sheet cropping
pip install "texastoast[hardware]"  # smbus2, for I2C controllers on Raspberry Pi
pip install "texastoast[audio]"     # pygame-ce, for real audio mixing

None are required — the engine runs on keyboard input with no extras installed, and without [audio] sound degrades to the platform's basic player (or to silence) rather than failing.

From source

git clone https://github.com/magmacrunchmedia/texastoast.git
cd texastoast
pip install -e ".[dev]"

Quick Start

from texastoast import Game, CanvasRenderer, TileMap, Entity, KeyboardInput

game = Game(title="My Game", width=400, height=300, fps=30)
renderer = CanvasRenderer(game.canvas, 400, 300)
keyboard = KeyboardInput(game.root)

tilemap = TileMap([
    [1, 1, 1, 1, 1],
    [1, 0, 0, 0, 1],
    [1, 1, 1, 1, 1],
], tile_size=20, solid_tiles={1})

player = Entity(x=40, y=24, width=14, height=14, speed=100)  # 100 px/second

def update(dt):
    state = keyboard.poll()
    player.move(state.dx, state.dy, dt, tilemap)
    renderer.camera.follow(player.center_x, player.center_y,
                           map_width=tilemap.width, map_height=tilemap.height,
                           dt=dt)

def render():
    renderer.clear()
    renderer.draw_tilemap(tilemap, {0: "#7cb342", 1: "#5d4037"})
    renderer.draw_rect(player.x, player.y, player.width, player.height, "#e94560")

game.set_update(update)
game.set_render(render)
game.start()

Movement contract

  • speed is in pixels per second, not per frame.
  • move() takes the frame's dt, so movement is frame-rate independent.
  • Diagonals are normalized: holding two directions is the same speed as one.

Upgrading from 0.4.x

One break: Camera.follow() now requires dt (it warned throughout 0.4.x). The no-dt path applied smoothing per frame, so the camera converged twice as fast at 60 fps as at 30.

renderer.camera.follow(x, y, map_width=w, map_height=h)         # 0.4.x — warned
renderer.camera.follow(x, y, map_width=w, map_height=h, dt=dt)  # 0.5.0

Everything else is additive: scenes, entity groups, audio, player seats, and UI theming. Widget colors now default from DEFAULT_THEME, which carries exactly the old hardcoded values — a game that never mentions themes renders identically.

Upgrading from 0.3.x

Nothing breaks. Two things are better:

  • UI widgets accept the renderer in place of game.canvas and inherit its dimensions — DialogueBox(renderer) instead of DialogueBox(game.canvas, 640, 480). The old form still works.
  • Camera.follow() without dt now emits a DeprecationWarning; 0.5.0 will require it. Pass the frame's dt (the examples always have).

Upgrading from 0.2.x

DialogueBox and Menu are now drawn by your render loop, like HUD always was. If you call renderer.clear() each frame — the demos do — the old widgets were being wiped off the canvas while still reporting active, so the game looked frozen behind an invisible dialogue.

def update(dt):
    dialogue.update(dt)      # 0.3.0 — advances the typewriter
    ...

def render():
    renderer.clear()
    ...
    hud.render()
    dialogue.render()        # 0.3.0 — both are frame-driven now
    menu.render()

See CHANGELOG.md for the rest.

Upgrading from 0.1.x

Entity.move() gained a required dt argument, and a few defaults changed. See CHANGELOG.md or the migration guide.

player.move(state.dx, state.dy, tilemap)      # 0.1.x — px per frame
player.move(state.dx, state.dy, dt, tilemap)  # 0.2.0 — px per second

Examples

Examples and the tile editor live in the repository, not in the installed package — clone the repo to run them.

Example Description
examples/hello_world.py Minimal movement demo
examples/tilemap_demo.py Walk around a larger map
examples/sprite_demo.py Animated character sprites
examples/rpg_demo.py NPCs, dialogue, menus, HUD
examples/game_template.py The reference wiring: scene stack, entity group, pause + dialogue
examples/two_player_demo.py Player seats, join-by-press, hotplug — zero hardware
examples/magma_hub_demo.py I2C controller input
examples/hello.mgs The same demo written in magmascript
examples/sim_input.mgs A simulated Magma Hub driving a game
tools/tile_editor.py Tile map editor GUI
tools/controller_bench.py Controller test bench (also texastoast-bench)

Hardware dev kit

You should not need the hardware to build for the hardware. Everything below runs the real I2C stack — protocol handshake, hub polling, input adapters — against a simulator when no bus is present.

Controller test bench

texastoast-bench            # scan for hubs; simulator mode if none found
texastoast-bench --sim      # force the simulator (keyboard drives controller 0)
texastoast-bench --record session.ttrec   # capture controller 0 while open

Live per-controller button/joystick display, raw protocol bytes, connection status, poll-latency stats (min/avg/max/jitter) and read-error rates. Open it while probing wiring or iterating on hub firmware.

Hub simulator

SimBus implements the smbus2 surface, so a simulated bus is a real bus to every caller — and it enforces the firmware's select-write handshake, so it catches protocol regressions, not just byte mismatches.

from texastoast import simulated_hub
from texastoast.i2c.protocol import BTN_A

hub, sim = simulated_hub()          # a real MagmaHub over a simulated bus
sim.press(BTN_A)
assert hub.poll()[0].a              # full stack, no wires

sim.fail_next_reads(3)              # error injection: a loose wire, on demand
sim.set_read_delay(0.05)            # latency simulation
sim.disconnect_hub(0x08)            # hotplug simulation

Background polling

I2C reads block; a loose wire can turn one poll() into a frame hitch. HubPoller moves bus traffic onto a daemon thread and duck-types the hub's read surface, so MagmaHubInput can't tell the difference:

from texastoast import HubPoller, MagmaHubInput

poller = HubPoller(hub).start()
game.on_close(poller.stop)                   # you wire the teardown
pad = MagmaHubInput(poller)                  # poll() now never blocks
poller.stats                                 # HubStats: latency, errors

One poller per hub or direct hub.poll() calls — never both.

Input recording & replay

.ttrec files are delta-encoded JSON Lines of protocol button bitmasks, so one recording replays two ways: through the engine, or through the full hardware stack.

from texastoast import InputRecorder, ReplayInput

recorder = InputRecorder(controls, "session.ttrec")   # wraps any InputSource
recorder.start()
game.on_close(recorder.stop)

replay = ReplayInput("session.ttrec")                 # is an InputSource
replay.advance(dt)                                    # deterministic mode
# or replay.start() for wall-clock playback

driver = sim.play_recording("session.ttrec")          # firmware-shaped replay:
driver.advance(dt)                                    # raw bytes → SimBus → MagmaHub

A session recorded against real firmware (texastoast-bench --record) becomes a regression test that runs anywhere.

Testing on the Pi

CI covers all of the hardware logic through the simulator; the release gate for the hardware extra is a manual pass on a Raspberry Pi:

  1. sudo raspi-config → enable I2C; wire the hub; i2cdetect -y 1 should show it at 0x080x0b.
  2. pip install texastoast[hardware] and run texastoast-bench — every button lights, the joystick crosshair tracks, poll latency is steady (sub-millisecond jitter on a healthy bus) and the error rate is 0/s.
  3. Record a session with --record, replay it through ReplayInput, and keep the file — it is the firmware regression corpus.
  4. Run examples/magma_hub_demo.py and confirm hub input drives the square and unplugging mid-game falls back to the keyboard.

Documentation

Full guides live in the wiki; the reference below covers the whole public API.

Guide Covers
Getting Started Build a small game from nothing
Core Concepts The loop, dt, how the pieces fit
Rendering and Camera Drawing, camera easing, the backend protocols
Input Sources, InputState, record and replay
UI Components Dialogue, menus, HUD, drawing groups
Magma Hub and I2C The wire protocol and hardware interface
Hardware Dev Kit Simulator, test bench, polling, recording
Tile Editor The map editor and its JSON format

API Reference

Core

from texastoast import Game, Config, GameLoop

game = Game(title="My Game", width=640, height=480, fps=30)
game.set_update(update_fn)  # def update(dt: float): ...
game.set_render(render_fn)  # def render(): ...
game.on_close(cleanup_fn)   # runs on quit(), including the window's X button
game.start()

# Embed in an existing tkinter app (the caller keeps ownership of the root
# and runs its own mainloop):
game = Game(width=640, height=480, root=my_frame)

Scenes

Modality as a stack instead of a pile of flags: pushing a scene freezes the scenes below it by construction — no paused global, no early-return chain. A scene is anything with update(dt) and render(); there is no base class.

from texastoast import SceneStack

stack = SceneStack()

class WorldScene:
    def update(self, dt): ...
    def render(self): ...
    def handle_key(self, event):            # optional — receives key events
        if event.keysym == "Escape":
            stack.push(PauseScene())        # world freezes; no flag exists
            return True

class PauseScene:
    render_below = True                     # the frozen world stays visible
    def on_enter(self): menu.show([...])    # optional lifecycle hooks
    def on_exit(self): menu.hide()
    def update(self, dt): ...
    def render(self): menu.render()
    def handle_key(self, event): ...        # top scene gets the keys

# The stack is a system you wire, not a framework that owns you:
stack.push(WorldScene())
game.set_update(stack.update)
game.set_render(stack.render)
game.bind_key("<Key>", stack.dispatch_key)

Optional per-scene attributes: update_below / render_below (the scene underneath keeps updating / rendering — for translucent overlays), and hooks on_enter / on_exit / on_pause / on_resume. Stack operations (push/pop/replace/clear) are deferred to the next frame, so a scene can pop itself mid-update safely. See examples/game_template.py for the full pattern.

Rendering

from texastoast import CanvasRenderer, Camera

renderer = CanvasRenderer(game.canvas, 640, 480)
renderer.width, renderer.height   # the viewport; UI widgets read this back

# A tile is drawn when its id has a color; ids you leave out stay transparent.
renderer.draw_tilemap(tilemap, {0: "#7cb342", 1: "#5d4037"})
renderer.draw_tilemap(tilemap, colors, skip_tiles={0})  # or skip explicitly

renderer.draw_rect(x, y, w, h, color)
renderer.draw_image(x, y, photo_image)
renderer.draw_text(x, y, text)                  # world space, follows the camera
renderer.draw_hud_text(x, y, text, fill="#fff") # screen space, ignores the camera

# Camera — dt is required (as of 0.5.0), so easing is frame-rate independent
renderer.camera.follow(target_x, target_y, map_width=800, map_height=600, dt=dt)

Running in a terminal

The same game code runs in a terminal. TuiRenderer satisfies the same Renderer/UISurface protocols as CanvasRenderer, so a render function written against those needs no changes — swap the host.

pip install "texastoast[tui]"
python examples/tui_demo.py
from texastoast.core.tui_game import TuiGame, TuiInput

game = TuiGame(title="my game", fps=30, input_source=TuiInput(hold_ms=120))
renderer = game.renderer          # width/height are CHARACTER CELLS, not pixels
game.set_update(update)
game.set_render(render)
game.start()

Four differences worth knowing before you port a game to it:

  • Coordinates are cells. Terminal cells are about twice as tall as they are wide, so a game converted from a pixel canvas usually doubles its x scale. The backend does not apply that for you — the right factor depends on the game, and baking one game's choice into the renderer would be wrong for the next one.
  • present() actually does something. On tkinter it is a no-op; here the buffer is off-screen and nothing appears until you call it.
  • draw_image is a no-op. A character grid has no pixels. Draw glyphs with draw_text, or set renderer.tile_glyphs for tilemaps.
  • Terminals report key presses, never releases. TuiInput() defaults to edge semantics — one keystroke, one action, which is what a turn-based game wants. Pass hold_ms=120 for real-time games to infer a held key from the terminal's auto-repeat. renderer.camera.set_position(x, y) renderer.camera.world_to_screen(wx, wy) renderer.camera.is_visible(x, y, w, h)

renderer.present() # no-op on tkinter; end every render() with it anyway


`CanvasRenderer` satisfies two protocols — `Renderer` (world space) and
`UISurface` (screen space, what the UI widgets draw through). They are the
contract a future SDL/framebuffer backend implements; `present()` is included
now because a buffered backend cannot add it later without editing every game.

```python
from texastoast import Renderer, UISurface

isinstance(renderer, Renderer), isinstance(renderer, UISurface)   # (True, True)

World

from texastoast import TileMap, Entity, AABB

# Tile map
tilemap = TileMap(grid_data, tile_size=16, solid_tiles={1, 2})  # any iterable
tilemap = TileMap.from_file("map.json", tile_size=16)
tilemap.save("map.json")
tilemap.get(col, row)          # -> tile_id, or -1 out of bounds
tilemap.is_solid(col, row)     # -> bool (out of bounds counts as solid)
tilemap.is_solid_at(world_x, world_y)

# Entity — speed is px/second, move() takes dt
player = Entity(x=0, y=0, width=16, height=16, speed=100)
player.move(dx, dy, dt, tilemap)  # with collision; omit tilemap to skip it
player.vel_x, player.vel_y        # px/second
player.aabb                       # -> AABB for overlap checks
player.collides_with(other_entity)

Collision resolves each axis separately, so entities slide along walls rather than sticking. A blocked entity stops flush against the wall, and fast movement is sub-stepped so nothing tunnels through a tile.

from texastoast import EntityGroup

# The group drives updates; rendering stays yours.
entities = EntityGroup()
player = entities.add(Entity(x=60, y=60), "player")   # returns the entity
entities.add(Entity(x=100, y=40), "npc", "vendor")

entities.update(dt)              # calls update(dt) on every member
entities.by_tag("npc")           # -> list
entities.select(lambda e: e.x > 80)
for e in entities.sorted_by_y(): # painter's order, by feet line
    renderer.draw_rect(e.x, e.y, e.width, e.height, "#e94560")

npc.alive = False                # dies inside its own update(); culled after
entities.remove(npc)             # or external despawn — both safe mid-update

Membership is duck-typed — anything with update(dt) qualifies, so timers and particles fit without inheriting from Entity.

Input

from texastoast import KeyboardInput, InputState

keyboard = KeyboardInput(game.root)
game.on_close(keyboard.destroy)  # release the key bindings on exit
state = keyboard.poll()

state.up, state.down, state.left, state.right  # bool
state.a, state.b, state.start, state.select     # bool
state.dx, state.dy                               # float (-1, 0, 1), raw axes
state.is_any_direction()                         # bool

dx/dy are raw axis reads and are not normalized — Entity.move does that for you. If you integrate position yourself, normalize before scaling by speed.

poll() returns a fresh snapshot each call, so you can keep the previous frame's state to detect a button that was just pressed:

def update(dt):
    global prev
    state = keyboard.poll()
    if state.a and not prev.a:
        interact()
    prev = state

Player seats (multi-controller)

from texastoast import PlayerManager

manager = PlayerManager(max_players=2,
                        on_join=lambda p: print(f"P{p.index + 1} joined"),
                        on_leave=lambda p: print(f"P{p.index + 1} left"))
manager.add_source(keyboard)     # the keyboard is a claimable seat too
manager.add_hub(poller)          # one seat candidate per hub controller

def update(dt):
    manager.update()             # join scan + hotplug watch, once per frame
    for player in manager.joined_players:
        state = player.poll()    # a Player IS an InputSource
        ...

Joining is edge-triggered (a fresh A/Start press claims the first free seat). When a controller disconnects its seat goes inactive and polls idle — not stuck on whatever was held — and when it comes back it reclaims the same seat, so a bounced cable never reshuffles who is P1 and who is P2.

Audio

from texastoast import Mixer

mixer = Mixer()                  # best backend available; never raises
game.on_close(mixer.close)

mixer.load("jump", "assets/jump.wav")
mixer.load("theme", "assets/theme.wav", volume=0.6)
mixer.play_music("theme")        # one music slot, loops
mixer.play("jump")               # fire-and-forget SFX
mixer.set_master_volume(0.8)
mixer.backend_name               # "pygame" | "winsound" | "aplay" | "afplay" | "null"

Backends degrade like everything else in the engine: pip install "texastoast[audio]" gets pygame-ce's real mixer; without it the platform's basic player is used (SFX-grade); with nothing available every call is a silent no-op and the game runs identically. WAV is the guaranteed format on every tier. A missing sound file logs a warning and plays as silence — an absent asset must not kill the game.

I2C

Optional I2C support for connecting hardware controllers via Raspberry Pi.

from texastoast import I2CBus, MagmaHub, MagmaHubInput, CompositeInput

# Direct I2C — scan_buses probes only the candidate hub addresses (4 reads);
# bus.scan() sweeps the whole range and is for diagnostics.
bus = I2CBus(1)
bus.probe(0x08)  # -> bool, one read
hubs = MagmaHub.scan_buses(bus_numbers=[1])
hub = hubs[0]
hub.poll()       # -> [ControllerState, ...] (a fresh snapshot; don't mutate)
hub.connected    # -> True only while reads are actually succeeding
hub.stats        # -> HubStats: poll_count, error_count, latency min/avg/max

# Input adapter (same interface as KeyboardInput)
hub_input = MagmaHubInput(hub, controller_index=0)
state = hub_input.poll()

# Auto-fallback composite
controls = CompositeInput(keyboard, hub_input)
state = controls.poll()  # uses hub if connected, else keyboard

See Hardware dev kit for the simulator (SimBus, simulated_hub), background polling (HubPoller, scan_buses_async) and input recording (InputRecorder, ReplayInput).

Without smbus2, or with no bus present, I2CBus runs in mock mode: reads return None rather than fabricated zeros, hub.connected stays False, and CompositeInput falls through to the keyboard.

UI

from texastoast.ui import DialogueBox, Menu, HUD

# Widgets take the renderer (preferred — they inherit its dimensions) or a
# bare canvas plus explicit width/height (the pre-0.4 form, still supported).

# Dialogue
dialogue = DialogueBox(renderer)
dialogue.show("Hello, world!", speaker="NPC", on_complete=callback)
dialogue.update(dt)   # from your update(); advances the typewriter
dialogue.render()     # from your render(); safe to call when inactive
dialogue.dismiss()    # skip to the end, or close if already there
dialogue.active, dialogue.waiting, dialogue.displayed

# Menu
menu = Menu(renderer)
menu.show(["Play", "Settings", "Quit"],
          on_select=lambda i, label: print(label),
          on_cancel=lambda: menu.hide())
menu.move_up()
menu.move_down()
menu.confirm()
menu.render()         # from your render(); safe to call when inactive

# HUD
hud = HUD(renderer)
hud.add_stat("hp", "HP", value=100, max_value=100, color="#e94560")
hud.set_stat("hp", 75)
hud.add_text("score", "Score: 0", 10, 10, fill="#fdd835")
hud.set_text("score", "Score: 100")
hud.render()

All three widgets draw from your render function, so a renderer that clears the canvas each frame puts them back. Call render() unconditionally — it is a no-op when the widget is not showing.

# Theming — one object instead of per-widget color kwargs
from dataclasses import replace
from texastoast import DEFAULT_THEME, Theme

ocean = replace(DEFAULT_THEME, primary="#4fc3f7", selection_fill="#112233")
dialogue = DialogueBox(renderer, theme=ocean)
menu = Menu(renderer, theme=ocean)
hud = HUD(renderer, theme=ocean)

DEFAULT_THEME carries exactly the pre-0.5.0 hardcoded values, and explicit style kwargs still beat the theme, so existing games render unchanged.

Scripting with magmascript

texastoast publishes itself to magmascript as the texastoast domain, or tt for short. Install both into the same environment and .mgs scripts can drive the engine directly — neither package depends on the other.

pip install texastoast magmascript
magmascript examples/hello.mgs
g = tt.game({"title": "hello", "width": 400, "height": 300, "fps": 30})
r = tt.renderer(g, 400, 300)
kb = tt.keyboard(g)
world = tt.tilemap([[1,1,1],[1,0,1],[1,1,1]], 20, [1])
player = tt.entity({"x": 25, "y": 25, "width": 14, "height": 14, "speed": 100})

update = fn(dt) {
    s = kb.poll()
    player.move(s.dx, s.dy, dt, world)
    r.camera.follow(player.center_x, player.center_y, world.width, world.height, dt)
}
render = fn() {
    r.clear()
    r.draw_tilemap(world, {0: "#7cb342", 1: "#5d4037"})
    r.draw_rect(player.x, player.y, player.width, player.height, "#e94560")
}
g.set_update(update)
g.set_render(render)
g.start()

tt and texastoast are the same domain under two names — the domain object holds no state, so a script can use either, or both.

The domain is called texastoast rather than toast because magmascript's CLI already spells magmascript toast <target> for clearing caches, and magmascript texas <target> for heavy operations. Those are shell verbs that never appear inside a script, so nothing actually collides — but reusing the name would make the two sets of docs read as a contradiction.

Constructors take a dict rather than keyword arguments, since MagmaScript has no keyword-argument syntax; an unknown key is an error rather than a silent default. Everything else is the Python API unchanged — the objects a script holds are the same objects, so player.x reads and player.speed = 200 writes go straight through.

The hardware layer is scriptable too: tt.hub(), tt.hubs() (scan), tt.sim_hub() (simulator — the SimBus is reachable as h.sim), tt.hub_input(), tt.composite(), tt.poller() (background polling; wire g.on_close(p.stop) yourself), tt.recorder() and tt.replay(). See examples/sim_input.mgs for a simulated hub driving a game. UI factories accept the renderer in place of the game — tt.dialogue(r) — and then inherit its dimensions.

0.5.0 adds the structure factories: tt.scenes() (a SceneStack the script wires itself), tt.entities(), tt.sprite_sheet(path, fw, fh), tt.theme({"primary": "#4fc3f7"}), tt.mixer() (wire g.on_close(m.close)), and tt.players({"max_players": 2}). UI factories take a "theme" option.

Needs magmascript 3.2 or newer. See examples/hello.mgs.

Design Philosophy

  • No opinions — engines provide systems, you wire them together
  • Configurable — pass callbacks and data, don't inherit from base classes
  • Tiny — small, focused modules with minimal dependencies
  • Graceful fallback — I2C hardware is optional, keyboard always works
  • Testable — game logic doesn't depend on tkinter, and the hardware layer is simulatable end to end, so the whole suite runs with no display and no I2C
  • Portable by seam — backends sit behind protocols, so the engine can leave tkinter without rewriting the games

Contributing

See CONTRIBUTING.md for setup, tests, and the release process.

License

Apache-2.0. Copyright 2026 magmacrunch media.

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0.11.2

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This release

0.11.1 This release

2 files

0.11.0

2 files

0.10.0

2 files

0.9.0

2 files

0.8.0

2 files

0.7.0

2 files

0.6.0

2 files

0.5.0

2 files

0.4.0

2 files

0.3.0

2 files

0.2.0

2 files

0.1.3

2 files

0.1.2

2 files

0.1.1

2 files

0.1.0

2 files

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