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Import: from gamegrid import *
Class GameGrid (global functions when makeGameGrid() is called)
| Method | Aktion |
makeGameGrid(nbHorzCells, nbVertCells, cellSize, color) |
creates a game window with given number of horizontal and vertical cells, given cell size and visible grid lines with given color and a navigation bar |
makeGameGrid(nbHorzCells, nbVertCells, cellSize, color, bgImagePath) |
creates a game window with given number of horizontal and vertical cells, given cell size and visible grid lines with given color, and a navigation bar and a background image |
makeGameGrid(nbHorzCells, nbVertCells, cellSize, None, bgImagePath, False) |
creates a game window with given number of horizontal and vertical cells, given cell size and visible grid lines with given color, and a background image, but no navigation bar |
| act() | invoked in every simulation cycle after all Actor.act() |
| addActor(actor, location) | adds an actor to the game grid and shows it in the game window at given location |
| delay(time) | stops execution for the given time (in millisecs) |
| doPause() | stops the simulation cycling |
| doStep() | executes one single simulation cycle |
| doReset() | sets all actors to start position/direction |
| doRun() | starts the simulation cycling |
| getActors(Actor class) | returns all actors of given class (Python list) |
| getBgColor() | returns the background color |
| getKeyCode() | returns the code of the most recent key press |
| getOneActorAt(location, Actor class) | returns the actor of the class in the given cell (None if none) |
| getRandomEmptyLocation() | returns a random empty location |
| getRandomLocation() | returns a random location |
| isAtBorder(location) | returns True, if the cell ist at the border of the game window |
| isEmpty(location) | returns True, if the cell is empty |
| isInGrid(location) | returns True, if the cell is inside the game window |
| toLocation(x, y) | returns the cell that contains the pixel coordinates (x, y) |
| refresh() | renders the image double buffer on the screen (automatically for most operations) |
| removeActor(actor) | removes an actor from the game grid |
| removeActorsAt(location) | removes all actors from the game grid at given location |
| removeAllActors() | removes all actors from the game grid |
| show() | makes a game window visible |
| setBgColor(color) | sets the background color |
| setSimulationPeriod (milisec) | sets the simulation period |
| setTitle(text) | sets the game window title |
| Actor(spritepath) | creates an actor with given sprite image |
| Actor(True, spritepath) | creates a rotatable actor with given sprite image |
| Actor(spritepath, nbSprites) | creates an actor with several sprite images (index _0, _1,... e.g.fish_0.gif , fish_1.gif,... ) |
| Actor(True, spritepath, nbSprites) | creates an rotatable actor with several sprite images |
| act() | invoked periodically in every simulation cycle |
| addActorCollisionListener(listener) | registers a collision listener |
| addCollisionActor(actor) | registers a collision partner |
| addMouseTouchListener (event mask) | registers a MouseTouchListener |
| collide(actor1, actor2) | callback when a collision happens, returns the number of cycles in which the events are inhibited |
| getCollisionsActors() | returns the list of collision actors |
| getDirection() | returns the actor's direction |
| getIdVisible() | returns the id of the currently visible sprite image |
| getNeighbours(distance) | returns a list of all actors in given distance. The distance defines a circle around the current cell center (unit: cell width). All actors in cells that intersects with this circle are returned |
| getNextMoveLocation() | returns the location of the next move() operation |
| getX() | returns the x cell coordinate of the current location |
| getY() | returns the y cell coordinate of the current location |
| hide() | hides the actor, but does not remove it from the game grid |
| isInGrid() | returns True, if the actor's location is inside the game grid |
| isHorzMirror() | returns True, if the sprite image is mirror horizontally |
| isVertMirror() | returns True, if the sprite image is mirror vertically |
| isMoveValid() | returns True, if the actor remains inside the game grid by the next move() |
| isNearBorder() | returns True, if the actor is in a cell near the border of the game grid |
| isVisible() | returns True, if the actor is visible |
| move() | moves the actor in the current direction to a neighbor location |
| move(distance) | moves the actor in current direction for the given distance |
| setDirection(dir) | sets the direction of movement of the actor |
| setHorzMirror(True) | mirrors the sprite image horizontally |
| setVertMirror(True) | mirrors the sprite image vertically |
| setSlowDown(factor) | slows down the call of act() by the the given factor |
| setLocation(location) | sets actor in cell with given location |
| setLocationOffset(point) | moves actor's center to the point relative to the current cell (location unchanged) |
| setX(x) | moves actor in cell with given x-coordinate (y-coordinate unchanged) |
| setY(y) | moves actor in cell with given y-coordinate (x-coordinate unchanged) |
| show() | shows sprite image with id 0 |
| show(spriteId) | shows sprite with given id |
| showNextSprite() | shows sprite with id increased by 1 (modulo number of sprites) |
| showPreviousSprite() | shows sprites with id decreased by 1 |
| removeSelf() | removes actor from game grid (the actor reference is still valid) |
| turn(angle) | modifies the actor's direction (in degrees clockwise) |
| Location(x, y) | creates location with given coordinates |
| Location(location) | creates location from given location (clone) |
| equals(location) | returns True if the current location is the same as the given location |
| getDirectionTo(location) | returns direction to the given location (in degrees, clockwise, zero to NORTH) |
| getCompassDirectionTo(location) | returns the direction from the current position to the given position |
| get4CompassDirectionTo(location) | returns the direction from the current position to the given position (only the 4 main directions) |
| getNeighbourLocation(direction) | returns the neighbor location that fits best the given direction |
| getNeighbourLocations(distance) | returns all locations of cells with center within given distance |
| getX() or loc.x | returns the current horizontal coordinate |
| getY() or loc.y | returns the current vertical coordinate |
Callback registration
| makeGameGrid(10,10,60, Color.red,False, mousePressed = pressCallback) | registers the callback function pressCallback, which responds when a mouse button is pressed |
| makeGameGrid(10,10,60, Color.red,False, mouseDragged = dragCallback) | registers the callback function dragCallback, which responds to movement with the mouse button pressed |
| makeGameGrid(10,10,60, Color.red,False, mouseReleased = releaseCallback) | registers the callback function releaseCallback, which responds to the mouse button being released |
| addMouseTouchListener (onMouseEvent, mask) |
registriers a MouseListener, Maske: GGMouse.lDrag, GGMouse.lPress, GGMouse.lRelease) |
| makeGameGrid(10,10,60, Color.red,False, keyPressed = keyCallback | registers the callback function keyCallback, which responds when a key is pressed |
| playTone(frequency, duration) | plays sound at the given frequency for a specified number of milliseconds |
| openSoundPlayer("wav/ping.wav") | opens a WAV formatted sound file for playing |
| plays the opened sound file |
Some sound files are ditributed with WebTigerPython:
bird.wav, boing.wav, cat.wav, click.wav, explode.wav, fade.wav, flute.wav, frog.wav, mmm.wav, notify.wav, oboe.wav, ping.wav