Package: pygame-gridcalculator
pygame-gridcalculatorA tool that creates a custom-sized virtual grid for helping place objects
on the screen and the ability to create shapes based on the grid.ContentsPurposeHow it worksInstallGridCalculatorImport GridCalculatorInitialize GridCalculatorGridCalculator Methods and FunctionsShapeFactoryImport ShapeFactoryInitialize ShapeFactoryShapeFactory Methods and FunctionsExamplesBasic usageFull Scalable ExampleSnake ExampleAdditional ExamplesPurposeThis tool is designed to easily map positions on a pygame display without
relying on fixed pixel values.  This is done by mapping the window to a
grid, and allowing for the providing of grid co-ordinates to get the actual
pixel value on the screen.This is designed for people getting started with pygame, or people wanting
to create uniform menu elements that scale with the display size.How it worksTo utilise this tool, you should initialise it to a variable and pass in the
current screen size and the size of the grid you wish to use.Once the grid has been created, you use the GridCalculator to provide
co-ordinates to the position on the screen you want to reference.  You can then
also use the ShapeFactory to place shapes on the screen based on the created
GridCalculator.Created grids will always have a starting left and top position of 0, unless
the optional pixel start position arguments have been provided.  Grids are
designed to be utilized against the whole pygame Surface, however it is possible
to specify a grid for a specific area of the screen or even place a grid within
a grid if needed.InstallTo install the Grid Calculator, you can download it using PIP:pip install pygame-gridcalculatorGridCalculatorImport GridCalculatorTo import the Grid Calculator use the following statement:from pygame_gridcalculator import GridCalculatorInitialize GridCalculatorTo initialize a grid Calculator, use the following logic to assign to a variable:grid = GridCalculator(display_width, display_height, grid_width, grid_height)The arguments to specify are as follows:pixel_end_left:The far right point of the grid in pixelspixel_end_top:The bottom point of the grid in pixelsgrid_width:The total number of points you want in your grid from left to rightgrid_height:The total number of points you want in your grid from top to bottomThe following additional arguments can be provided if needed:pixel_start_left:The far left point of the grid in pixels (defaults to 0)pixel_start_top:The top point of the grid in pixels (defaults to 0)So if you want to initialize a grid that is 8x6 for your display of 800x600, the code
would look something like:display = pygame.display.set_mode((800, 600), pygame.RESIZABLE)
grid = Grid(display.get_width(), display.get_height(), 8, 6)Or if you want to initialize a grid that is 2x2 for your display of 200x200, but you want
the grid to start 100 pixels in from the left and top, the code would look something like:display = pygame.display.set_mode((200, 200), pygame.RESIZABLE)
grid = Grid(display.get_width(), display.get_height(), 2, 2, 100, 100)GridCalculator Methods and FunctionsThe grid calculator has the following methods and functions:MethodDescriptionsizeReturns the total number of points in the grid (width, height).pixel_sizeReturns the size of the grid in pixels (width, height).update_grid(grid_width_max:int, grid_height_max:int)Resizes the grid points based on the values provided.update_pixel_positions(pixel_end_left:int, pixel_end_top:int, pixel_start_left:int (Optional), pixel_start_top:int (Optional))Resizes the grid based on the pixel points provided.top_point(point:int)Returns the pixel value for the point selected from the top of the grid.left_point(point:int)Returns the pixel value for the point selected from the left of the grid.position(left_point:int, top_point:int)Returns the pixel values for the point co-ordinates selected from the grid (left, top).height_gap(top_point1:int, top_point2:int)Returns the pixel height between the two top grid points specified.width_gap(left_point1:int, left_point2:int)Returns the pixel width between the two left grid points specified.square(left_start:int, top_start:int, left_end:int, top_end:int)Returns the pixel height and width of a square based on the grid position of the top left corner and the bottom right corner (width, height).points_from_left(points:int)Returns the pixel value for the amount of grid points away from the left border.points_from_top(points:int)Returns the pixel value for the amount of grid points away from the top border.points_from_right(points:int)Returns the pixel value for the amount of grid points away from the right border.points_from_bottom(points:int)Returns the pixel value for the amount of grid points away from the bottom border.draw_grid_to_surface(surface:pygame.Surface, color:tuple (Optional))Draws the lines of the grid onto the pygame display provided (does not update display).ShapeFactoryImport ShapeFactoryTo import the shape factory use the following statement:from pygame_gridcalculator import ShapeFactoryInitialize ShapeFactoryTo initialize a Shape Factory, you need to pass in a valid GridCalculator to work with.
You can use the following logic to assign to a variable:grid = GridCalculator(display_width, display_height, grid_width, grid_height)
shapefactory = ShapeFactory(grid)The arguments to specify are as follows:grid_calculator:The GridCalculator to use to generate shapesShapeFactory Methods and FunctionsThe shape factory has the following methods and functions:MethodDescriptionRect(grid_left:int, grid_top:int, width:float, height:float)Returns a pygame.Rect object with its position based off grid locators.draw_line(surface:pygame.Surface, color:tuple, grid_start_pos:tuple, grid_end_pos:tuple, width:int (Optional))Draws a pygame.draw.line on the pygame.Surface based off grid locators.draw_lines(surface:pygame.Surface, color:tuple, closed:bool, grid_points:list, width:int (Optional))Draws a pygame.draw.lines on the pygame.Surface based off grid locators.draw_aaline(surface:pygame.Surface, color:tuple, grid_start_pos:tuple, grid_end_pos:tuple, blend:int (Optional))Draws a pygame.draw.aaline on the pygame.Surface based off grid locators.draw_aalines(surface:pygame.Surface, color:tuple, closed:bool, grid_points:list, blend:int (Optional))Draws a pygame.draw.aalines on the pygame.Surface based off grid locators.draw_polygon(surface:pygame.Surface, color:tuple, grid_points:list, width:int (Optional))Draws a pygame.draw.polygon on the pygame.Surface based off grid locators.draw_circle(surface:pygame.Surface, color:tuple, grid_center:tuple, radius:float, width:int (Optional), draw_top_right:bool (Optional), draw_top_left:bool (Optional), draw_bottom_left:bool (Optional), draw_bottom_right:bool (Optional))Draws a pygame.draw.circle on the pygame.Surface based off grid locators.The shape factory currently only creates shapes where positions are explicitly specified.
Any other shapes should be generated using the Rect method (as you generally pass in a Rect
as part of the shape being drawn).  Further information on this can be found directly in thepygame draw documentation.ExamplesBasic usageSetting the variable and creating a new rect using a grid calculator:display = pygame.display.set_mode((200, 100), pygame.RESIZABLE)
display.fill((255, 255, 255))
grid = GridCalculator(display.get_width(), display.get_height(), 10, 5)

rect = pygame.Rect(grid.left_point(1), grid.top_point(1),
                   grid.width_gap(1, 3), grid.height_gap(1, 4))
pygame.draw.rect(display, (255, 0, 0), rect)So in this example, a pygame display is created of 200x100 pixels, and a grid
is created splitting this into a 10x5 grid, where each square is a 20x20 grid
point, like so:When it comes to drawing the Rect, the calculator identifies that it requires the following:Left grid point 1 as the start left position, which in this scenario returns 20Logic used: (200 / 10) * 1 = 20 pixels from leftTop grid point 1 as the start top position, which in this scenario also returns 20Logic used: (100 / 5) * 1 = 20 pixels from topThe gap between left grid point 1 and 3 for the width, which returns 40Logic used:Point 1 = (200 / 10) * 1 = 20 pixels from leftPoint 3 = (200 / 10) * 3 = 60 pixels from left60 - 20 = 40 pixels widthThe gap between top grid point 1 and 4 for the height, which returns 60Logic used:Point 1 = (100 / 5) * 1 = 20 pixels from topPoint 3 = (100 / 5) * 4 = 80 pixels from top80 - 20 = 60 pixels heightUsing this information creates a rectangle on the screen like so:Full Scalable ExampleThe following creates an initial display with a rect and a grid that
can scale with the display.def example():
    running = True
    display = pygame.display.set_mode((300, 300), pygame.RESIZABLE)
    display_height, display_width = display.get_height(), display.get_width()
    grid = GridCalculator(display_width, display_height, 20, 20)

    pygame.init()

    while running:
        display.fill((200, 200, 200))

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
                break
            if event.type == pygame.VIDEORESIZE:
                display_height = event.h
                display_width = event.w
                grid = GridCalculator(display_width, display_height, 20, 20)

        # Draw face
        pygame.draw.rect(display, (255, 0, 0),
                         pygame.Rect(grid.left_point(5), grid.top_point(5),
                         grid.width_gap(5, 15), grid.height_gap(5, 15)))
        pygame.draw.rect(display, (0, 0, 255),
                         pygame.Rect(grid.left_point(7), grid.top_point(11),
                         grid.width_gap(7, 13), grid.height_gap(11, 14)))
        pygame.draw.rect(display, (0, 255, 0),
                         pygame.Rect(grid.left_point(7), grid.top_point(7),
                         grid.width_gap(7, 9), grid.height_gap(7, 9)))
        pygame.draw.rect(display, (0, 255, 0),
                         pygame.Rect(grid.left_point(7), grid.top_point(7),
                         grid.width_gap(7, 9), grid.height_gap(7, 9)))
        pygame.draw.rect(display, (0, 255, 0),
                         pygame.Rect(grid.left_point(11), grid.top_point(7),
                         grid.width_gap(11, 13), grid.height_gap(7, 9)))

        # Draw corner squares
        sq_width, sq_height = grid.width_gap(1, 2), grid.height_gap(1, 2)

        pygame.draw.rect(display, (0, 0, 0),
                         pygame.Rect(grid.points_from_left(1),
                                     grid.points_from_top(1),
                                     sq_width, sq_height))
        pygame.draw.rect(display, (0, 0, 0),
                         pygame.Rect(grid.points_from_right(2),
                                     grid.points_from_top(1),
                                     sq_width, sq_height))
        pygame.draw.rect(display, (0, 0, 0),
                         pygame.Rect(grid.points_from_left(1),
                                     grid.points_from_bottom(2),
                                     sq_width, sq_height))
        pygame.draw.rect(display, (0, 0, 0),
                         pygame.Rect(grid.points_from_right(2),
                                     grid.points_from_bottom(2),
                                     sq_width, sq_height))
        pygame.display.update()This splits the screen into a 20x20 grid, and is able to rescale dependent
on the size of the window.  If the size is changed, the rectangles will
scale based on the new size of the window, still in a 20x20 grid.When the window initially loads, the shapes display like so:If the window is resized, the shapes adjust with the size of the grid:Dependent on the situation, you may want to modify the grid based on
the window size and rescale the grid appropriately.  Because the grid is
repopulated on the resize an if statement could be added if needed to
check the screen width/height and modify the grid as needed.Snake ExampleThe full code for this example can be found in theexamples/snake_example.pyfile, which shows the use of the ShapeFactory to create the snake and fruit
along with using the GridCalculator to house the positioning of the objects on
the screen.  This example also utilises a grid-in-grid to display a border around
the outside of the display.  This example is fully scalable, so the window can also be
resized as the game is in-play.ScreenshotsDefault Size:Smaller Size:Wider Size:Additional ExamplesA number of examples are also present in the/examplesdirectory of the project.