Mini-map Spike (3)
Hello, loves!
Found an Arcade example that seems like just the thing. Tout le monde déteste l’IA.
Among the Arcade Examples, I found this example of the Section:
"""
Section Example 1:
In this Section example we divide the screen in two sections and let the user
pick a box depending on the selected Section
Note:
- How View know nothing of what's happening inside the sections.
Each section knows what to do.
- Each event mouse input is handled by each Section even if the class
it's the same (ScreenPart).
- How on_mouse_enter/leave triggers in each Section when the mouse
enter or leaves the section boundaries
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sections_demo_1
"""
import arcade
from arcade import SectionManager
class Box(arcade.SpriteSolidColor):
"""This is a Solid Sprite that represents a GREEN Box on the screen"""
def __init__(self, section):
super().__init__(100, 100, color=arcade.color.APPLE_GREEN)
self.section = section
def on_update(self, delta_time: float = 1 / 60):
# update the box (this actually moves the Box by changing its position)
self.update()
# if we hit the ground then lay on the ground and stop movement
if self.bottom <= 0:
self.bottom = 0
self.stop()
def release(self):
self.section.hold_box = None
self.change_y = -10
class ScreenPart(arcade.Section):
"""
This represents a part of the View defined by its
boundaries (left, bottom, etc.)
"""
def __init__(self, left: int, bottom: int, width: int, height: int, **kwargs):
super().__init__(left, bottom, width, height, **kwargs)
self.selected: bool = False # if this section is selected
self.box: Box = Box(self) # the section Box Sprite
# position the Box inside this section using self.left + self.width
self.box.position = self.left + (self.width / 2), 50
# variable that will hold the Box when it's being dragged
self.hold_box: Box | None = None
def on_update(self, delta_time: float):
# call on_update on the owned Box
self.box.on_update(delta_time)
def on_draw(self):
"""Draw this section"""
if self.selected:
# Section is selected when mouse is within its boundaries
arcade.draw_lrbt_rectangle_filled(
self.left, self.right, self.bottom, self.top, arcade.color.GRAY
)
arcade.draw_text(
f"You're are on the {self.name}",
self.left + 30,
self.top - 50,
arcade.color.BLACK,
16,
)
# draw the box
arcade.draw_sprite(self.box)
def on_mouse_drag(
self, x: float, y: float, dx: float, dy: float, _buttons: int, _modifiers: int
):
# if we hold a box, then whe move it at the same rate the mouse moves
if self.hold_box:
self.hold_box.position = x, y
def on_mouse_press(self, x: float, y: float, button: int, modifiers: int):
# if we pick a Box with the mouse, "hold" it and stop its movement
if self.box.collides_with_point((x, y)):
self.hold_box = self.box
self.hold_box.stop()
def on_mouse_release(self, x: float, y: float, button: int, modifiers: int):
# if hold_box is True because we pick it with on_mouse_press
# then release the Box
if self.hold_box:
self.hold_box.release()
def on_mouse_enter(self, x: float, y: float):
# select this section
self.selected = True
def on_mouse_leave(self, x: float, y: float):
# unselect this section
self.selected = False
# if we are holding this section box and we leave the section
# we release the box as if we release the mouse button
if self.hold_box:
self.hold_box.release()
class GameView(arcade.View):
def __init__(self):
super().__init__()
# add sections to the view
self.section_manager = SectionManager(self)
# 1) First section holds half of the screen
self.section_manager.add_section(
ScreenPart(0, 0, self.window.width / 2, self.window.height, name="Left")
)
# 2) Second section holds the other half of the screen
self.section_manager.add_section(
ScreenPart(
self.window.width / 2, 0, self.window.width / 2, self.window.height, name="Right"
)
)
def on_show_view(self) -> None:
self.section_manager.enable()
def on_hide_view(self) -> None:
self.section_manager.disable()
def on_draw(self):
# clear the screen
self.clear(color=arcade.color.BEAU_BLUE)
# draw a line separating each Section
arcade.draw_line(
self.window.width / 2,
0,
self.window.width / 2,
self.window.height,
arcade.color.BLACK,
1,
)
def main():
# create the window
window = arcade.Window()
# create the custom View. Sections are initialized inside the GameView init
view = GameView()
# show the view
window.show_view(view)
# run arcade loop
window.run()
if __name__ == "__main__":
main()
That code displays the picture below, and you can mouse drag the boxes around, but only in their own half of the picture:

Our mission now is to understand enough of this to use it. I haven’t really begun to study the code yet, but did glance at it.
It seems that the View has a SectionManager and the manager has two Sections, which include the coordinates of the screen that they cover.
With just this much understanding, I am hopeful that we can make two very similar Sections in the DungeonView, and then somehow retrofit the code that works now into working in the sections.
There is a bunch of logic in the code above to highlight the side the mouse is on, etc., and we won’t need any of that as far as I know. In the SectionManager documentation I find this:
on_draw()→ bool[source]
Called on each event loop to draw.
It automatically calls camera.use() for each section that
has a camera and resets the camera effects by calling the
default SectionManager camera afterward if needed. The
SectionManager camera defaults to a camera that has the
viewport and projection for the whole screen.
This method will consume the on_draw event,
to prevent further on_draw calls on the view.
I’m not sure what it means about the default camera and projection, and am concerned about it consuming the on_draw event, but clearly both sides of the picture are drawing, so I’m guessing that if I don’t deviate too far from what we have in the example, it might be OK.
The docs seem to be telling me that I can have only one camera per section. Can sections overlap? It appears so.
So maybe we can sort of replace our cameras with sections.
Another option has to do with window viewports, which I’ll look into.