Array-Backed Grid Buffered#

You may also want to look at:
Array-Backed Grid - very slow but simple, uses drawing commands
Array-Backed Grid Buffered - (This program) 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 - super-fast and uses sprites. Keeps a second 2D grid of sprites to match 2D grid of numbers
array_backed_grid_buffered.py#
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Array Backed Grid
Show how to use a two-dimensional list/array to back the display of a
grid on-screen. We can click each cell in the window to toggle the color
or each individual cell.
This is not the most efficient way to maintain an updated grid
simply because we have to rebuild the shape list from scratch
every time it changes, but it's fast enough for smaller grids
that don't update frequently.
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.array_backed_grid_buffered
"""
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)
self.shape_list = None
# Create a 2 dimensional array. A two dimensional
# array is simply a list of lists.
# This array can be altered later to contain 0 or 1
# to show a white or green cell.
#
# A 4 x 4 grid would look like this
#
# grid = [
# [0, 0, 0, 0],
# [0, 0, 0, 0],
# [0, 0, 0, 0],
# [0, 0, 0, 0],
# ]
# We can quickly build a grid with python list comprehension
# self.grid = [[0] * COLUMN_COUNT for _ in range(ROW_COUNT)]
# Making the grid with loops:
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
# Set the window's background color
self.background_color = arcade.color.BLACK
# Create shapes from the grid
self.recreate_grid()
def recreate_grid(self):
"""
Create the shapes for our current grid.
We look at the values in each cell.
If the cell contains 0 we crate a white shape.
If the cell contains 1 we crate a green shape.
"""
self.shape_list = arcade.ShapeElementList()
for row in range(ROW_COUNT):
for column in range(COLUMN_COUNT):
if self.grid[row][column] == 0:
color = arcade.color.WHITE
else:
color = arcade.color.GREEN
x = (MARGIN + WIDTH) * column + MARGIN + WIDTH // 2
y = (MARGIN + HEIGHT) * row + MARGIN + HEIGHT // 2
current_rect = arcade.create_rectangle_filled(x, y, WIDTH, HEIGHT, color)
self.shape_list.append(current_rect)
def on_draw(self):
"""
Render the screen.
"""
# We should always start by clearing the window pixels
self.clear()
# Draw the shapes representing our current grid
self.shape_list.draw()
def on_mouse_press(self, x, y, button, modifiers):
"""
Called when the user presses a mouse button.
"""
# Convert the clicked mouse position into 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 or column >= COLUMN_COUNT:
# Simply return from this method since nothing needs updating
return
# Flip the location between 1 and 0.
if self.grid[row][column] == 0:
self.grid[row][column] = 1
else:
self.grid[row][column] = 0
# Rebuild the shapes
self.recreate_grid()
def main():
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.run()
if __name__ == "__main__":
main()
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