Let’s go!

The first world#

We create a first world. This can be created with the following code code:

1from miniworldmaker import *
2board = TiledBoard()
3board.columns = 20
4board.rows = 8
5board.tile_size = 40

What happens here?

  • Line 1: The miniworldmaker library is imported.

  • Line 2: A new object of type TiledBoard is created. In the following you can access it with the name board.

  • Lines 3-5: Various attributes of board are changed by accessing it with board.attributsname.

  • Line 7: The game is started. With a mainloop is started. mainloop is started, which draws the board over and over again. again and again. This statement must always be the last line of your code.

This is what your first board looks like. First Miniworldmaker Example


With board.objectname you have changed attributes of the board, e.g. columns, rows or tile_size. The board also brings some methods with which you can change it, e.g. the method add_background().

Methods are instructions to the board to do something specific, e.g. add a background. You can recognize them by the fact that they end with brackets (). Sometimes there is also something inside these brackets, if more information is needed for the statement - more about that later.

We modify the program above to add a background:

from miniworldmaker import *
board = TiledBoard()
board.columns = 20
board.rows = 8
board.tile_size = 40

First Miniworldmaker Example

The size of the board#

The size of the board

After you have created a board with board = miniworldmaker.TiledBoard(), you can change the properties of the board with the name board.

The most important properties are rows, columns and tile_size. With these you can change the size of the board:

TiledBoard - rows and columns

Some theory: How does the Miniworldmaker work?#

In Miniworldmaker there are two different types of objects that you can create you can create:

  • Board: A game board on which there are game pieces.

  • Token: Game pieces that bring numerous attributes and methods, e.g. movement. collision detection, …

Board and Tokens

In the next chapters you will learn how to create tokens which can communicate with each other.


There are several child classes of board

  • A TiledBoard is suitable for boards, where the actors move move on \tiles`.

  • A PixelBoard is intended for pixel-precise representations

  • A PhysicsBoard simulates physical properties and objects on the board. on the board.

These different boards are intended for different purposes. Choose the right board for your miniworld.