Grid Using Sprites v1¶
You may also want to look at:
Array-Backed Grid - very slow but simple, uses drawing commands
Array-Backed Grid Buffered - slow and uses buffered shapes
Grid Using Sprites v1 - (This program) super-fast and uses sprites. Resyncs to number grid in one function call
Grid Using Sprites v2 - super-fast and uses sprites. Keeps a second 2D grid of sprites to match 2D grid of numbers
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | """
Array Backed Grid Shown By Sprites
Show how to use a two-dimensional list/array to back the display of a
grid on-screen.
This version syncs the grid to the sprite list in one go using resync_grid_with_sprites.
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.array_backed_grid_sprites_1
"""
import arcade
# Set how many rows and columns we will have
ROW_COUNT = 15
COLUMN_COUNT = 15
# This sets the WIDTH and HEIGHT of each grid location
WIDTH = 30
HEIGHT = 30
# This sets the margin between each cell
# and on the edges of the screen.
MARGIN = 5
# Do the math to figure out our screen dimensions
SCREEN_WIDTH = (WIDTH + MARGIN) * COLUMN_COUNT + MARGIN
SCREEN_HEIGHT = (HEIGHT + MARGIN) * ROW_COUNT + MARGIN
SCREEN_TITLE = "Array Backed Grid Example"
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
"""
Set up the application.
"""
super().__init__(width, height, title)
# Create a 2 dimensional array. A two dimensional
# array is simply a list of lists.
self.grid = []
for row in range(ROW_COUNT):
# Add an empty array that will hold each cell
# in this row
self.grid.append([])
for column in range(COLUMN_COUNT):
self.grid[row].append(0) # Append a cell
arcade.set_background_color(arcade.color.BLACK)
self.grid_sprite_list = arcade.SpriteList()
# Create a list of solid-color sprites to represent each grid location
for row in range(ROW_COUNT):
for column in range(COLUMN_COUNT):
x = column * (WIDTH + MARGIN) + (WIDTH / 2 + MARGIN)
y = row * (HEIGHT + MARGIN) + (HEIGHT / 2 + MARGIN)
sprite = arcade.SpriteSolidColor(WIDTH, HEIGHT, arcade.color.WHITE)
sprite.center_x = x
sprite.center_y = y
self.grid_sprite_list.append(sprite)
def resync_grid_with_sprites(self):
for row in range(ROW_COUNT):
for column in range(COLUMN_COUNT):
# We need to convert our two dimensional grid to our
# one-dimensional sprite list. For example a 10x10 grid might have
# row 2, column 8 mapped to location 28. (Zero-basing throws things
# off, but you get the idea.)
# ALTERNATIVELY you could set self.grid_sprite_list[pos].texture
# to different textures to change the image instead of the color.
pos = row * COLUMN_COUNT + column
if self.grid[row][column] == 0:
self.grid_sprite_list[pos].color = arcade.color.WHITE
else:
self.grid_sprite_list[pos].color = arcade.color.GREEN
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
self.grid_sprite_list.draw()
def on_mouse_press(self, x, y, button, modifiers):
"""
Called when the user presses a mouse button.
"""
# Change the x/y screen coordinates to grid coordinates
column = int(x // (WIDTH + MARGIN))
row = int(y // (HEIGHT + MARGIN))
print(f"Click coordinates: ({x}, {y}). Grid coordinates: ({row}, {column})")
# Make sure we are on-grid. It is possible to click in the upper right
# corner in the margin and go to a grid location that doesn't exist
if row < ROW_COUNT and column < COLUMN_COUNT:
# Flip the location between 1 and 0.
if self.grid[row][column] == 0:
self.grid[row][column] = 1
else:
self.grid[row][column] = 0
self.resync_grid_with_sprites()
def main():
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.run()
if __name__ == "__main__":
main()
|