5.22: Drawing a Tile
- Page ID
- 14513
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\(\newcommand{\avec}{\mathbf a}\) \(\newcommand{\bvec}{\mathbf b}\) \(\newcommand{\cvec}{\mathbf c}\) \(\newcommand{\dvec}{\mathbf d}\) \(\newcommand{\dtil}{\widetilde{\mathbf d}}\) \(\newcommand{\evec}{\mathbf e}\) \(\newcommand{\fvec}{\mathbf f}\) \(\newcommand{\nvec}{\mathbf n}\) \(\newcommand{\pvec}{\mathbf p}\) \(\newcommand{\qvec}{\mathbf q}\) \(\newcommand{\svec}{\mathbf s}\) \(\newcommand{\tvec}{\mathbf t}\) \(\newcommand{\uvec}{\mathbf u}\) \(\newcommand{\vvec}{\mathbf v}\) \(\newcommand{\wvec}{\mathbf w}\) \(\newcommand{\xvec}{\mathbf x}\) \(\newcommand{\yvec}{\mathbf y}\) \(\newcommand{\zvec}{\mathbf z}\) \(\newcommand{\rvec}{\mathbf r}\) \(\newcommand{\mvec}{\mathbf m}\) \(\newcommand{\zerovec}{\mathbf 0}\) \(\newcommand{\onevec}{\mathbf 1}\) \(\newcommand{\real}{\mathbb R}\) \(\newcommand{\twovec}[2]{\left[\begin{array}{r}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\ctwovec}[2]{\left[\begin{array}{c}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\threevec}[3]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\cthreevec}[3]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\fourvec}[4]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\cfourvec}[4]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\fivevec}[5]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\cfivevec}[5]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\mattwo}[4]{\left[\begin{array}{rr}#1 \amp #2 \\ #3 \amp #4 \\ \end{array}\right]}\) \(\newcommand{\laspan}[1]{\text{Span}\{#1\}}\) \(\newcommand{\bcal}{\cal B}\) \(\newcommand{\ccal}{\cal C}\) \(\newcommand{\scal}{\cal S}\) \(\newcommand{\wcal}{\cal W}\) \(\newcommand{\ecal}{\cal E}\) \(\newcommand{\coords}[2]{\left\{#1\right\}_{#2}}\) \(\newcommand{\gray}[1]{\color{gray}{#1}}\) \(\newcommand{\lgray}[1]{\color{lightgray}{#1}}\) \(\newcommand{\rank}{\operatorname{rank}}\) \(\newcommand{\row}{\text{Row}}\) \(\newcommand{\col}{\text{Col}}\) \(\renewcommand{\row}{\text{Row}}\) \(\newcommand{\nul}{\text{Nul}}\) \(\newcommand{\var}{\text{Var}}\) \(\newcommand{\corr}{\text{corr}}\) \(\newcommand{\len}[1]{\left|#1\right|}\) \(\newcommand{\bbar}{\overline{\bvec}}\) \(\newcommand{\bhat}{\widehat{\bvec}}\) \(\newcommand{\bperp}{\bvec^\perp}\) \(\newcommand{\xhat}{\widehat{\xvec}}\) \(\newcommand{\vhat}{\widehat{\vvec}}\) \(\newcommand{\uhat}{\widehat{\uvec}}\) \(\newcommand{\what}{\widehat{\wvec}}\) \(\newcommand{\Sighat}{\widehat{\Sigma}}\) \(\newcommand{\lt}{<}\) \(\newcommand{\gt}{>}\) \(\newcommand{\amp}{&}\) \(\definecolor{fillinmathshade}{gray}{0.9}\)def drawTile(tilex, tiley, number, adjx=0, adjy=0): # draw a tile at board coordinates tilex and tiley, optionally a few # pixels over (determined by adjx and adjy) left, top = getLeftTopOfTile(tilex, tiley) pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx, top + adjy, TILESIZE, TILESIZE)) textSurf = BASICFONT.render(str(number), True, TEXTCOLOR) textRect = textSurf.get_rect() textRect.center = left + int(TILESIZE / 2) + adjx, top + int(TILESIZE / 2) + adjy DISPLAYSURF.blit(textSurf, textRect)
The drawTile()
function will draw a single numbered tile on the board. The tilex
and tiley
parameters are the board coordinates of the tile. The number parameter is a string of the tile’s number (like '3'
or '12'
). The adjx
and adjy
keyword parameters are for making minor adjustments to the position of the tile. For example, passing 5 for adjx
would make the tile appear 5 pixels to the right of the tilex
and tiley
space on the board. Passing -10
for adjx
would make the tile appear 10 pixels to the left of the space.
These adjustment values will be handy when we need to draw the tile in the middle of sliding. If no values are passed for these arguments when drawTile() is called, then by default they are set to 0. This means they will be exactly on the board space given by tilex and tiley.
The Pygame drawing functions only use pixel coordinates, so first line 4 [217] converts the board coordinates in tilex
and tiley
to pixel coordinates, which we will store in variables left
and top
(since getLeftTopOfTile()
returns the top left corner’s coordinates). We draw the background square of the tile with a call to pygame.draw.rect()
while adding the adjx
and adjy
values to left and top in case the code needs to adjust the position of the tile.
Lines 6 [219] to 9 [222] then create the Surface object that has the number text drawn on it. A Rect object for the Surface object is positioned, and then used to blit the Surface object to the display Surface. The drawTile()
function doesn’t call pygame.display.update()
function, since the caller of drawTile()
probably will want to draw more tiles for the rest of the board before making them appear on the screen.