Skip to main content

texastoast

PyPI Python versions CI License

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.

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

Neither is required — the engine runs on keyboard input with no extras installed.

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 0.2.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 Full game starting point
examples/magma_hub_demo.py I2C controller input
examples/hello.mgs The same demo written in magmascript
tools/tile_editor.py Tile map editor GUI

Documentation

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

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)

Rendering

from texastoast import CanvasRenderer, Camera

renderer = CanvasRenderer(game.canvas, 640, 480)

# 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 — pass dt so the easing is frame-rate independent
renderer.camera.follow(target_x, target_y, map_width=800, map_height=600, dt=dt)
renderer.camera.set_position(x, y)
renderer.camera.world_to_screen(wx, wy)
renderer.camera.is_visible(x, y, w, h)

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.

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

I2C

Optional I2C support for connecting hardware controllers via Raspberry Pi.

from texastoast import I2CBus, MagmaHub, MagmaHubInput, CompositeInput

# Direct I2C
bus = I2CBus(1)
hubs = MagmaHub.scan_buses(bus_numbers=[1])
hub = hubs[0]
hub.poll()       # -> [ControllerState, ...]
hub.connected    # -> True only while reads are actually succeeding

# 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

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

# Dialogue
dialogue = DialogueBox(game.canvas, 640, 480)
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(game.canvas, 640, 480)
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(game.canvas, 640, 480)
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.

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.

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

Contributing

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

License

Apache-2.0. Copyright 2026 magmacrunch media.

Download files

Download the file for your platform. If you're not sure which to choose, learn more about installing packages.

Source Distribution

texastoast-0.3.0.tar.gz (53.1 kB view details)

Uploaded Source

Built Distribution

If you're not sure about the file name format, learn more about wheel file names.

texastoast-0.3.0-py3-none-any.whl (38.3 kB view details)

Uploaded Python 3

File details

Details for the file texastoast-0.3.0.tar.gz.

File metadata

  • Download URL: texastoast-0.3.0.tar.gz
  • Upload date:
  • Size: 53.1 kB
  • Tags: Source
  • Uploaded using Trusted Publishing? No
  • Uploaded via: twine/7.0.0 CPython/3.13.14

File hashes

Hashes for texastoast-0.3.0.tar.gz
Algorithm Hash digest
SHA256 e4f662617ae51ab0e8cd2dec948f0a8c1270ba2a7d6866cac6663781faa08434
MD5 4e97b92f0b7664dfcaa608fabc1fe8bd
BLAKE2b-256 631a01a43de63916a438a024f66a145699f948ea3f56664a6ce0c5bd3f1d9710

See more details on using hashes here.

File details

Details for the file texastoast-0.3.0-py3-none-any.whl.

File metadata

  • Download URL: texastoast-0.3.0-py3-none-any.whl
  • Upload date:
  • Size: 38.3 kB
  • Tags: Python 3
  • Uploaded using Trusted Publishing? No
  • Uploaded via: twine/7.0.0 CPython/3.13.14

File hashes

Hashes for texastoast-0.3.0-py3-none-any.whl
Algorithm Hash digest
SHA256 b295f26be3544f0538cd651679ca9e4d113c41686eac858c385470ee1e895ae1
MD5 fdf0a11dd989dea247286c15f8874327
BLAKE2b-256 9b28cf9ea5af015911cde51b3faabf80ab1e768b1f135905def4ae47a33f56d4

See more details on using hashes here.

Release history Release notifications | RSS feed

0.11.2

2 files

0.11.1

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

This release

0.3.0 This release

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

Anthropic, PBC Visionary sponsor Bloomberg Visionary sponsor Hudson River Trading Visionary sponsor Meta Visionary sponsor NVIDIA Visionary sponsor Microsoft Sustainability sponsor Depot Continuous Integration AWS Cloud computing and Security Sponsor Datadog Monitoring Fastly CDN Google Download Analytics Sentry Error logging StatusPage Status page