cocos.grid module

Grid data structure

class GridBase

Bases: object

A Scene that takes two scenes and makes a transition between them

after_draw(camera)

Called by CocosNode when the texture is already grabbed. The FrameBuffer will be unbound and the texture will be drawn

Parameters:
camera
: Camera

The target’s camera object.

before_draw()

Binds the framebuffer to a texture and set a 2d projection before binding to prevent calculating a new texture

init(grid)

Initializes the grid creating both a vertex_list for an independent-tiled grid and creating also a vertex_list_indexed for a “united” (non independent tile) grid.

Parameters:
grid
: euclid.Point2

size of a 2D grid

active

Determines whether the grid is active or not :type: bool

texture = None
class Grid3D

Bases: cocos.grid.GridBase

Grid3D is a 3D grid implementation. Each vertex has 3 dimensions: x,y,z

The indexed vertex array will be built with:

self.vertex_list.vertices: x,y,z (floats)
self.vertex_list.tex_coords: x,y,z (floats)
self.vertex_list.colors: RGBA, with values from 0 - 255
get_original_vertex(x, y)

Get the original vertex coordinate. The original vertices are the ones weren’t modified by the current action.

Parameters:
x
: int

x-vertex

y
: int

y-vertex

Return type:

(float, float, float)

get_vertex(x, y)

Get the current vertex coordinate

Parameters:
x
: int

x-vertex

y
: int

y-vertex

Return type:

(float, float, float)

set_vertex(x, y, v)

Set a vertex point is a certain value

Parameters:
x
: int

x-vertex

y
: int

y-vertex

v
: (float, float, float)

tuple value for the vertex

class TiledGrid3D

Bases: cocos.grid.GridBase

TiledGrid3D is a 3D grid implementation. It differs from Grid3D in that the tiles can be separated from the grid.

The vertex array will be built with:

self.vertex_list.vertices: x,y,z (floats)
self.vertex_list.tex_coords: x,y (floats)
self.vertex_list.colors: RGBA, with values from 0 - 255
get_original_tile(x, y)

Get the 4-original tile coordinates.

Coordinates positions:

3 <-- 2
      ^
      |
0 --> 1
Parameters:
x
: int

x coordinate of the tile

y
: int

y coordinate of the tile

Return type:

[ float, float, float, float, float, float, float, float, float, float, float, float ]

Returns:

The 4 coordinates with the following order: x0, y0, z0, x1, y1, z1,...,x3, y3, z3

get_tile(x, y)

Get the current tile coordinates.

Coordinates positions:

3 <-- 2
      ^
      |
0 --> 1
Parameters:
x
: int

x coordinate of the tile

y
: int

y coordinate of the tile

Return type:

[ float, float, float, float, float, float, float, float, float, float, float, float ]

Returns:

The 4 coordinates with the following order: x0, y0, z0, x1, y1, z1,...,x3, y3, z3

set_tile(x, y, coords)

Set the 4 tile coordinates

Coordinates positions:

3 <-- 2
      ^
      |
0 --> 1
Parameters:
x
: int

x coodinate of the tile

y
: int

y coordinate of the tile

coords
: [ float, float, float, float, float, float, float, float, float, float, float, float ]

The 4 coordinates in the format (x0, y0, z0, x1, y1, z1,..., x3, y3, z3)