Grid Using Sprites v2
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 - super-fast and uses sprites. Resyncs to number grid in one function call
Grid Using Sprites v2 - (This program) 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 | """
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 makes a grid of sprites instead of numbers
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.array_backed_grid_sprites_2
"""
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 Buffered Example"
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
"""
Set up the application.
"""
super().__init__(width, height, title)
arcade.set_background_color(arcade.color.BLACK)
# One dimensional list of all sprites in the two-dimensional sprite list
self.grid_sprite_list = arcade.SpriteList()
# This will be a two-dimensional grid of sprites to mirror the two
# dimensional grid of numbers. This points to the SAME sprites that are
# in grid_sprite_list, just in a 2d manner.
self.grid_sprites = []
# Create a list of solid-color sprites to represent each grid location
for row in range(ROW_COUNT):
self.grid_sprites.append([])
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)
self.grid_sprites[row].append(sprite)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
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_sprites[row][column].color == arcade.color.WHITE:
self.grid_sprites[row][column].color = arcade.color.GREEN
else:
self.grid_sprites[row][column].color = arcade.color.WHITE
def main():
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.run()
if __name__ == "__main__":
main()
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