Plotting terrain pixels with PyGame based on random NumPy array












3












$begingroup$


I am experimenting with Perlin Noise and random map generation. I have a 2D numpy ndarray full of 16-bit floats called map_list that I call from the singleton ST. It has 900 rows with 1600 elements each. I am iterating through it to display different colored pixels to represent terrain at different points in the map. Array values in different ranges produce pixels of different colors. The total possible range is [0, 1] because I am normalizing the values.



My question is, is there a way to do this faster than I am capable of now?



"""

This file holds functions that modify pyGame surfaces.

"""

from __future__ import division
from singleton import ST
from pygame import gfxdraw


def display_map(surface):
"""
This takes in a pyGame surface, and draws colored tiles on it according to
the values in ST.map_list. The higher the value, the lighter the shade of
the tile.

:param surface: A pyGame surface.
"""

x_pos = 0
y_pos = 0

for y in range(len(ST.map_list)):

for x in range(len(ST.map_list[y])):
noise_value = ST.map_list[y][x]
shade = int(noise_value * 255)
color = __color_tiles(noise_value, shade)

gfxdraw.pixel(surface, x_pos, y_pos, color)
x_pos += ST.TILE_SIZE

x_pos = 0
y_pos += ST.TILE_SIZE


def __color_tiles(noise_value, shade):
"""
Treat this function as private. It should only be called by functions and
methods within this file. It returns a 3-element 1D tuple that represents
the rgb color values to display the tile as.

:param noise_value: The noise value at a specific point in ST.map_list.
:param shade: How dark or light the tile should be.
:return: tuple
"""

if noise_value < ST.WATER_LEVEL:
rgb = (shade, shade, 255)
elif noise_value > ST.MOUNTAIN_LEVEL:
rgb = (shade, shade, shade)
else:
rgb = (shade, 255, shade)

return rgb


What it generates



enter image description here










share|improve this question











$endgroup$

















    3












    $begingroup$


    I am experimenting with Perlin Noise and random map generation. I have a 2D numpy ndarray full of 16-bit floats called map_list that I call from the singleton ST. It has 900 rows with 1600 elements each. I am iterating through it to display different colored pixels to represent terrain at different points in the map. Array values in different ranges produce pixels of different colors. The total possible range is [0, 1] because I am normalizing the values.



    My question is, is there a way to do this faster than I am capable of now?



    """

    This file holds functions that modify pyGame surfaces.

    """

    from __future__ import division
    from singleton import ST
    from pygame import gfxdraw


    def display_map(surface):
    """
    This takes in a pyGame surface, and draws colored tiles on it according to
    the values in ST.map_list. The higher the value, the lighter the shade of
    the tile.

    :param surface: A pyGame surface.
    """

    x_pos = 0
    y_pos = 0

    for y in range(len(ST.map_list)):

    for x in range(len(ST.map_list[y])):
    noise_value = ST.map_list[y][x]
    shade = int(noise_value * 255)
    color = __color_tiles(noise_value, shade)

    gfxdraw.pixel(surface, x_pos, y_pos, color)
    x_pos += ST.TILE_SIZE

    x_pos = 0
    y_pos += ST.TILE_SIZE


    def __color_tiles(noise_value, shade):
    """
    Treat this function as private. It should only be called by functions and
    methods within this file. It returns a 3-element 1D tuple that represents
    the rgb color values to display the tile as.

    :param noise_value: The noise value at a specific point in ST.map_list.
    :param shade: How dark or light the tile should be.
    :return: tuple
    """

    if noise_value < ST.WATER_LEVEL:
    rgb = (shade, shade, 255)
    elif noise_value > ST.MOUNTAIN_LEVEL:
    rgb = (shade, shade, shade)
    else:
    rgb = (shade, 255, shade)

    return rgb


    What it generates



    enter image description here










    share|improve this question











    $endgroup$















      3












      3








      3





      $begingroup$


      I am experimenting with Perlin Noise and random map generation. I have a 2D numpy ndarray full of 16-bit floats called map_list that I call from the singleton ST. It has 900 rows with 1600 elements each. I am iterating through it to display different colored pixels to represent terrain at different points in the map. Array values in different ranges produce pixels of different colors. The total possible range is [0, 1] because I am normalizing the values.



      My question is, is there a way to do this faster than I am capable of now?



      """

      This file holds functions that modify pyGame surfaces.

      """

      from __future__ import division
      from singleton import ST
      from pygame import gfxdraw


      def display_map(surface):
      """
      This takes in a pyGame surface, and draws colored tiles on it according to
      the values in ST.map_list. The higher the value, the lighter the shade of
      the tile.

      :param surface: A pyGame surface.
      """

      x_pos = 0
      y_pos = 0

      for y in range(len(ST.map_list)):

      for x in range(len(ST.map_list[y])):
      noise_value = ST.map_list[y][x]
      shade = int(noise_value * 255)
      color = __color_tiles(noise_value, shade)

      gfxdraw.pixel(surface, x_pos, y_pos, color)
      x_pos += ST.TILE_SIZE

      x_pos = 0
      y_pos += ST.TILE_SIZE


      def __color_tiles(noise_value, shade):
      """
      Treat this function as private. It should only be called by functions and
      methods within this file. It returns a 3-element 1D tuple that represents
      the rgb color values to display the tile as.

      :param noise_value: The noise value at a specific point in ST.map_list.
      :param shade: How dark or light the tile should be.
      :return: tuple
      """

      if noise_value < ST.WATER_LEVEL:
      rgb = (shade, shade, 255)
      elif noise_value > ST.MOUNTAIN_LEVEL:
      rgb = (shade, shade, shade)
      else:
      rgb = (shade, 255, shade)

      return rgb


      What it generates



      enter image description here










      share|improve this question











      $endgroup$




      I am experimenting with Perlin Noise and random map generation. I have a 2D numpy ndarray full of 16-bit floats called map_list that I call from the singleton ST. It has 900 rows with 1600 elements each. I am iterating through it to display different colored pixels to represent terrain at different points in the map. Array values in different ranges produce pixels of different colors. The total possible range is [0, 1] because I am normalizing the values.



      My question is, is there a way to do this faster than I am capable of now?



      """

      This file holds functions that modify pyGame surfaces.

      """

      from __future__ import division
      from singleton import ST
      from pygame import gfxdraw


      def display_map(surface):
      """
      This takes in a pyGame surface, and draws colored tiles on it according to
      the values in ST.map_list. The higher the value, the lighter the shade of
      the tile.

      :param surface: A pyGame surface.
      """

      x_pos = 0
      y_pos = 0

      for y in range(len(ST.map_list)):

      for x in range(len(ST.map_list[y])):
      noise_value = ST.map_list[y][x]
      shade = int(noise_value * 255)
      color = __color_tiles(noise_value, shade)

      gfxdraw.pixel(surface, x_pos, y_pos, color)
      x_pos += ST.TILE_SIZE

      x_pos = 0
      y_pos += ST.TILE_SIZE


      def __color_tiles(noise_value, shade):
      """
      Treat this function as private. It should only be called by functions and
      methods within this file. It returns a 3-element 1D tuple that represents
      the rgb color values to display the tile as.

      :param noise_value: The noise value at a specific point in ST.map_list.
      :param shade: How dark or light the tile should be.
      :return: tuple
      """

      if noise_value < ST.WATER_LEVEL:
      rgb = (shade, shade, 255)
      elif noise_value > ST.MOUNTAIN_LEVEL:
      rgb = (shade, shade, shade)
      else:
      rgb = (shade, 255, shade)

      return rgb


      What it generates



      enter image description here







      python performance python-2.x numpy pygame






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      edited 15 mins ago









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      130k17153419










      asked 8 hours ago









      LuminousNutriaLuminousNutria

      1415




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