python
"""
Array Backed Grid
Show how to use a two-dimensional list/array to back the display of a
grid on-screen.
Note: Regular drawing commands are slow. Particularly when drawing a lot of
items, like the rectangles in this example.
For faster drawing, create the shapes and then draw them as a batch.
See array_backed_grid_buffered.py
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.array_backed_grid
"""
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)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
# Draw the grid
for row in range(ROW_COUNT):
for column in range(COLUMN_COUNT):
# Figure out what color to draw the box
if self.grid[row][column] == 1:
color = arcade.color.GREEN
else:
color = arcade.color.WHITE
# Do the math to figure out where the box is
x = (MARGIN + WIDTH) * column + MARGIN + WIDTH // 2
y = (MARGIN + HEIGHT) * row + MARGIN + HEIGHT // 2
# Draw the box
arcade.draw_rectangle_filled(x, y, WIDTH, HEIGHT, color)
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
def main():
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.run()
if __name__ == "__main__":
main()
这个代码实例展示了如何使用二维数组来在屏幕上显示一个网格。
首先,我们定义了网格的行数和列数:
ROW_COUNT = 15
COLUMN_COUNT = 15
然后,我们设置了每个网格单元格的宽度和高度:
WIDTH = 30
HEIGHT = 30
接下来,我们定义了网格单元格之间的边距:
MARGIN = 5
通过计算,我们得到了屏幕的宽度和高度:
SCREEN_WIDTH = (WIDTH + MARGIN) * COLUMN_COUNT + MARGIN
SCREEN_HEIGHT = (HEIGHT + MARGIN) * ROW_COUNT + MARGIN
SCREEN_TITLE = "Array Backed Grid Example"
然后,我们创建了一个名为MyGame的类,继承自arcade.Window类。这个类是我们的主应用程序类。
在MyGame类的初始化方法中,我们创建了一个二维数组来表示网格。数组的每个元素表示一个网格单元格,初始值为0表示单元格为空。
在on_draw方法中,我们使用循环遍历整个二维数组,根据单元格的值来决定绘制的颜色,然后计算每个单元格的位置,绘制矩形。
在on_mouse_press方法中,我们根据鼠标点击的位置计算出网格单元格的坐标,然后根据坐标来改变对应单元格的值。
最后,在main函数中,我们创建了MyGame对象,并调用arcade.run()方法来启动游戏循环。