Maps that use tilesets, like super nintendo/nes RPG's store the tile ID number for each tile. Map is a 2d array of ID's. This takes almost no memory, since if you have 100 tiles, with 2 types of tiles, you end up with 2 images loaded. vs redundant Sprites on every square.
source_x = tile_width * ID source_rect = Rect( source_x, 0, tile_width, tile_height ) The pinman tutorials use tiles as well, just not in a grid. At game start, it creates a rectangle filled Sprite using Color. Then in the loop, it draws the pre-rendered surface. This is because re-creating a new surface, every loop, is slow. It has some SpriteGroup examples that can make the other tut easier to read. http://www.sacredchao.net/~piman/writing/sprite-tutorial.shtml And probably overkill for now, but sometime you'll want NumPy. Reading 'quick intro' section is enough. Good page for a quickref to numpy. http://www.scipy.org/Tentative_NumPy_Tutorial On Tue, May 18, 2010 at 8:12 PM, Alex Hall <mehg...@gmail.com> wrote: > Okay, so to sprite or not to sprite... More reading. In the meantime, > do you have a place where I can find an example of drawing a grid of > Rects? Also, I would still like to put a rect into a boardSquare > object (an object I have defined) so I can call something like > board[i][j].Rect.changeColor(red) where changeColor is a method I > implement. Is this not possible / a huge waste of resources? Again, I > come with no prior experience or reference for anything like this. > Thanks for answering my newbie questions. :) > > On 5/18/10, Greg Ewing <greg.ew...@canterbury.ac.nz> wrote: > > Alex Hall wrote: > >> Can Pygame detect > >> where on the grid that is with some sort of onImageClick type method, > >> or do I have to track coordinates? > > > > Just track coordinates. For a regular grid, it's very easy. If the > > user clicks at (x, y) and the size of your grid cell is (w, h), then > > the coordinates of the clicked cell are (x // w, y // h). > > > >> Looks like I have to do a lot more reading on sprites. > > > > I wouldn't bother with sprites. Just loop over your grid coordinates, > > calculate the pixel coordinates of the corresponding rect for each > > cell, and fill it with the appropriate colour. > > > >> maybe define a > >> blue, red, and white rect > > > > Rects don't have colours, they just hold coordinates. You only need > > one rect. The colour is specified when you make the call to draw it. > > > > -- > > Greg > > > > > -- > Have a great day, > Alex (msg sent from GMail website) > mehg...@gmail.com; http://www.facebook.com/mehgcap > -- Jake