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
array_backed_grid_sprites.py#
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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. Instead of
interating all the cells when the grid changes we simply just
swap the color of the selected sprite. This means this version
can handle very large grids and still have the same performance.
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)
# Set the background color of the window
self.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.
"""
# We should always start by clearing the window pixels
self.clear()
# Batch draw the grid sprites
self.grid_sprite_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 color of the sprite
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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