World > Console#
API Reference#
Console#
- class miniworlds.worlds.gui.console.Console(*args, **kwargs)[source]#
A scrolling text console that can be docked to a world.
Use console.newline(text) to append lines of text. The console is a special Toolbar that is typically docked below or beside the main world using world.camera.add_bottom(console) or world.camera.add_right(console).
Only the last
max_lineslines are kept: when the console is full, the oldest line is removed, so the console’s memory use stays constant even if newline is called every frame.Examples
console = Console() world.camera.add_bottom(console) @world.register def act(self): console.newline("Frame: " + str(world.frame))
- __init__()[source]#
Creates a console toolbar with compact text rows.
The console starts with a small default height and is intended for short log messages such as score changes, instructions, or debug output.
- dialog#
- newline(text)[source]#
Appends a new line of text to the console.
Each call adds one label row. When more than
max_lineslines exist, the oldest line is removed and the remaining lines move up.- Return type:
- Parameters:
text – The text string to display on the new line.
- Returns:
The Label actor that was created for this line.
Examples
console.newline("Player position: " + str(player.position))
PagerHorizontal#
- class miniworlds.worlds.gui.pager.PagerHorizontal(*args, **kwargs)[source]#
Toolbar with scroll buttons for another toolbar or console.
The pager shows an up and a down button and toggles their visibility depending on whether the observed GUI can still scroll in that direction.
- Parameters:
gui – The toolbar or console whose scroll range is controlled.
- act()[source]#
Hook: called once per frame while the world is running.
Overwrite this method in a subclass (or register a function with @world.register) to run code every frame.
The base implementation does nothing, so super().act() is never required in an overwritten act method.
Examples
class MyWorld(World): def act(self): if self.frame % 60 == 0: self.spawn_enemy()
- dialog#