A fast, zero-dependency Python library for visualizing exploration and movement across large pixel-based maps. Built in Rust for speed and efficiency, rpg_map
is perfect for turn-based or real-time RPGs, strategy games, and D&D-style map reveals.
- Hides unexplored areas of the map
- Reveals areas as they're explored or passed through
- Draws travel paths using A* pathfinding
- Fast and lightweight with zero Python dependencies
- Operates directly on pixel data
- Customizable visual styles and highlight zones
- Includes examples using static image processing and Pygame
Install via pip:
pip install rpg-map
Full documentation and examples available at: https://rpg-map.readthedocs.io/
The library uses step-by-step image processing to reveal and annotate the map. Here's an overview of the process:
Code:
This is the code which was used to generate the final result of the example steps below:
from rpg_map import Travel, Map, MapType, PathStyle, PathProgressDisplayType, PathDisplayType
from PIL import Image
LOCAL_DIR = "../test_assets/map.png"
BACKGROUND_DIR = "../test_assets/background.png"
GRID_SIZE = 20
START, END = (198, 390), (172, 223)
START_X, START_Y = START
image = Image.open(LOCAL_DIR).convert("RGBA")
# get image bytes
image_bytes = list(image.tobytes())
background = Image.open(BACKGROUND_DIR).convert("RGBA")
# get background bytes
background_bytes = list(background.tobytes())
map = Map(
image_bytes,
image.size[0],
image.size[1],
GRID_SIZE,
MapType.Limited,
obstacles=[[(160, 240), (134, 253), (234, 257), (208, 239)]],
)
travel = Travel(map, START, END)
path_bits = Map.draw_background(
map.with_dot(START_X, START_Y, (255, 0, 0, 255), 4).draw_path(
travel,
1.0,
2,
PathStyle.DottedWithOutline((255, 0, 0, 255), (255, 255, 255, 255)),
),
background_bytes
)
# Display the image
image = Image.frombytes("RGBA", (image.width, image.height), path_bits)
image.show()
Steps:
Draw Obstacles
The
Map
class accepts anobstacles
parameter which allows you to define N-sided polygons. These are rendered onto the map as solid barriers.Add Padding and Convert to Pathfinding Grid
Obstacles and map edges are padded and the image is converted into a binary map (0 = path, 1 = obstacle) for pathfinding.
Pathfinding with A*
The library uses the A* algorithm to find the shortest path from point A to point B. The path is drawn on the map using a customizable style.
Draw Dots
Optional dots can be placed on the map (e.g., for points of interest, the player, markers).
Divide into Grid Squares
The image is divided into equal squares based on the
grid_size
parameter.Reveal Explored Areas
A mask overlays the map. Areas near the travel path or manually unlocked via
Map.unlock_point
are revealed in circular zones.Fill Transparent Areas
Any remaining transparent pixels are filled with a background layer.
Final Map Output
The completed map shows explored areas, paths, markers, and hidden regions yet to be discovered.
You can define special grid points where the reveal radius is larger — perfect for cities or key landmarks.
The library supports tons of styles for different themes and usecases.
Check out these demos:
- examples/static_poc.py – Generate one image from your code
- examples/pygame_poc – Interactively do pathfinding to wherever you click
- examples/readme.py – The code used to generate the final image in the steps breakdown in this README
We welcome contributions and ideas! If you'd like to work on rpg_map
locally, here's how to get started.
Compile the Rust Extension Locally
Use
maturin
to build and install the Rust extension module in your local Python environment:maturin develop --features "extension-module"
Generate Python Typings (
.pyi
)The library includes a binary that auto-generates Python type stubs. Run it with:
cargo run --bin stub_gen --features stubgen
Build the Documentation
The documentation uses Sphinx and can be built locally as follows:
python3 -venv env && source env/bin/activate cd docs pip3 install -r requirements.txt sphinx-apidoc -o source/ ../ -f make html
The output will be available in the docs/build/html/ directory.
- The Rust project uses
pyo3
to create Python bindings — seeCargo.toml
for feature flags and build options. - Type hints are manually generated via the
stub_gen
tool, ensuring compatibility with type checkers and IDEs. Interestingly sphinx uses the docs defined in the Rust code though, the pyi file is only for IDE type hinting when using the library.
MIT