Reputation: 183
So I've got a problem with pygame where I'm trying to make a maze builder that a user can click on a square in the grid, and the square turns black. While I'm seeing in my debugger/print statements that the color value changes, I'm not seeing any change in my ui. Can someone please take a look an help me out?
My source code:
import pygame
import math
WIDTH = 800
# initialize window
WINDOW = pygame.display.set_mode((WIDTH, WIDTH)) # always square
pygame.display.set_caption("Path finding")
# Color constants-------
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 255, 0)
YELLOW = (255, 255, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
PURPLE = (128, 0, 128)
ORANGE = (255, 165, 0)
GREY = (128, 128, 128)
TURQUOISE = (64, 224, 208)
# Classes --------
class Spot:
def __init__(self, row, col, width, height):
self.row = row
self.col = col
self.x = row * width
self.y = col * height
self.color = WHITE
self.width = width
self.height = height
self.neighbors = []
# determine position
def get_pos(self):
return (self.col, self.row)
# let me draw the spots
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
# color change methods
def make_wall(self):
self.color = BLACK
print("Made a wall!")
def make_start(self):
self.color = ORANGE
def make_end(self):
self.color = TURQUOISE
def make_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def reset(self):
self.color = WHITE
def make_path(self):
self.color = PURPLE
# Boolean accessors is start/is end etc
def is_wall(self):
return self.color == BLACK
def is_start(self):
return self.color == ORANGE
def is_end(self):
return self.color == TURQUOISE
def is_closed(self):
return self.color == RED
def is_open(self):
return self.color == GREEN
# function to fill in neighbors
def update_neighbors(self, grid):
self.neighbors = [] # erases current neighbors
# if it isn't the last row and the one below it isn't a wall,
if self.x < self.height-1 and not grid[self.x][self.y+1].is_wall():
# then add that to neighbors
self.neighbors.append(grid[self.x][self.y+1])
if self.x > 0 and not grid[self.x][self.y-1].is_wall():
# then add that to neighbors
self.neighbors.append(grid[self.x][self.y-1])
if self.y < self.width-1 and not grid[self.x+1][self.y].is_wall():
# then add that to neighbors
self.neighbors.append(grid[self.x+1][self.y])
if self.y > 0 and not grid[self.x-1][self.y].is_wall():
# then add that to neighbors
self.neighbors.append(grid[self.x-1][self.y])
# create an array (grid) of Spots,
def make_grid(rows, width, height):
grid = []
gap = width // height
for i in range(rows):
grid.append([])
for j in range(rows):
spot = Spot(i, j, gap, height)
grid[i].append(spot)
return grid
# Draw a grid on screen
def draw_grid(win, rows, width):
space = width // rows
for i in range(rows):
pygame.draw.line(win, GREY, (0, i * space), (width, i*space))
for j in range(rows):
pygame.draw.line(win, GREY, (j*space, 0), (j*space, width))
# when user clicks mouse on grid, they change the color of the cell
# Allow for a few small buttons to place start and end
# draws background
def draw(win, grid, rows, width):
win.fill(WHITE)
for row in grid:
for spot in row:
spot.draw(win)
draw_grid(win, rows, width)
pygame.display.update()
# where did the user click?
def get_clicked_pos(pos, rows, width):
y, x = pos;
gap = width // rows
row = y // gap
col = x // gap
return row, col
# game loop
def main(win, width):
rows = 50
run = True
grid = make_grid(rows, width, width)
while(run):
draw(win, grid, rows, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if pygame.mouse.get_pressed()[0]: #left click
pos = pygame.mouse.get_pos()
print(pos)
row, col = get_clicked_pos(pos, rows, width)
spot = grid[row][col]
print(spot,row,col)
spot.make_wall()
pygame.quit()
main(WINDOW, WIDTH)
Upvotes: 3
Views: 167
Reputation: 101042
I think your make_grid
function is messed up.
Instead of
def make_grid(rows, width, height):
grid = []
gap = width // height # this will always be 1
for i in range(rows):
grid.append([])
for j in range(rows):
spot = Spot(i, j, gap, height) # all your spots a 1px wide and 800px tall
grid[i].append(spot)
return grid
use
def make_grid(rows, width, height):
grid = []
gap = width // rows # TODO: use better variable names
for i in range(rows):
grid.append([])
for j in range(rows):
spot = Spot(i, j, gap, gap)
grid[i].append(spot)
return grid
That seems to work:
Upvotes: 3