"""
用形状元素列表做好的单击格子变颜色示例
"""
import arcade
# 常量设置
ROW_COUNT = 15 # 行的数量
COLUMN_COUNT = 15 # 列的数量
# 格子宽度和高度
WIDTH = 30
HEIGHT = 30
# 格子边框厚度
MARGIN = 5
# 算出屏幕宽度和高度
SCREEN_WIDTH = (WIDTH + MARGIN) * COLUMN_COUNT + MARGIN
SCREEN_HEIGHT = (HEIGHT + MARGIN) * ROW_COUNT + MARGIN
SCREEN_TITLE = "用形状元素列表做好的单击格子变颜色示例:翻译:李兴球"
class MyGame(arcade.Window):
"""
继承自arcade.Window类
"""
def __init__(self, width, height,title):
"""
设置应用程序
"""
super().__init__(width, height,title)
self.shape_list = None # 形状列表
# 创建二维阵列,这里用的是嵌套列表
self.grid = []
for row in range(ROW_COUNT):
self.grid.append([])
for column in range(COLUMN_COUNT):
self.grid[row].append(0)
arcade.set_background_color(arcade.color.BLACK)
self.recreate_grid()
def recreate_grid(self):
self.shape_list = arcade.ShapeElementList() # 创建形状元素列表
for row in range(ROW_COUNT):
for column in range(COLUMN_COUNT):
if self.grid[row][column] == 0: # 如果值为0则为白色
color = arcade.color.WHITE
else:
color = arcade.color.GREEN # 否则为绿色
x = (MARGIN + WIDTH) * column + MARGIN + WIDTH // 2
y = (MARGIN + HEIGHT) * row + MARGIN + HEIGHT // 2
# 创建填充的矩形
current_rect = arcade.create_rectangle_filled(x, y, WIDTH, HEIGHT, color)
self.shape_list.append(current_rect)
def on_draw(self):
"""
渲染屏幕
"""
# 在重画角色之前此命令要先执行
arcade.start_render()
# 重画所有格子
self.shape_list.draw()
def on_mouse_press(self, x, y, button, modifiers):
"""
单击鼠标按钮时调用此方法
"""
# 根据鼠标坐标得到行列编号
column = x // (WIDTH + MARGIN)
row = y // (HEIGHT + MARGIN)
print(f"单击时的坐标: ({x}, {y}). 格子行列数: ({row}, {column})") # 以左下角为原点
# 翻转格子逻辑
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.recreate_grid()
def main():
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT,SCREEN_TITLE)
arcade.run()
if __name__ == "__main__":
main()
