SparseGridPortryal2D doesn't use color maps. There are three ways to do it:
1. If you want to differentiate color based on the *java class* of the
object, you can use setPortrayalForClass
2. If you want to differentiate color based on individual instances, you
can use setPortrayalForObject
3. A little faster is to let the instances be their own portrayals. If
they're subclasses of SimplePortrayal2D, the system will let them
For more detail, check out the class documentation for
Also: if you have a high degree of objects, and they're never allowed to
be in the same location, you may wish instead to use an ObjectGrid (just
a 2D array of Objects) and the FastObjectGridPortrayal2D, which displays
objects as colored rectangles (only). In some cases this portrayal is
faster. The way this portrayal works is as follows: you associate a
ColorMap (a mapping of numbers -> colors, use SimpleColorMap to make
your life easy). Then you have to have your objects return numbers.
The easiest way to do this is to have them override the
sim.util.Valuable interface. Then FastObjectGridPortrayal2D will
portray them as rectangles of various colors, and can do so pretty rapidly.
Randy Latimer wrote:
> I have a grid of "culture" agents, each one has a different color based on features of the culture.
> I don't know how to portray a grid of agents (here - class Culture) in which each agent can have it's own color.
> setPortrayalForAll() colors all of the agents the same. I don't know how to
> In the code segment below, getColorIndex() could access the color for each agent in a Bag. Is this the general idea?
> Randy Latimer
> SparseGridPortrayal2D individCulturePortrayal = new SparseGridPortrayal2D()
> new sim.portrayal.simple.RectanglePortrayal2D(
> colorMap[((CultureWorld)state).getColorIndex()],.8) );