added some extra typehinting

This commit is contained in:
=
2024-03-22 15:32:54 -05:00
parent c37a9ff3bc
commit 681c1fb1fe

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@@ -3,6 +3,8 @@ from collections import namedtuple
from math import floor
import pygame
from dataclasses import dataclass
from typing import List
CellStates = Enum("CellStates", ("ALIVE", "DEAD")) #using enum for possible iterations on cellular automata
XYPair = namedtuple("XYPair", "x y")
@@ -38,48 +40,47 @@ class Cell:
calculate_spacing(self.position.y, self.dimensions.y, padding.y))
def __init__(self, position: XYPair, dimensions: XYPair, render_info: Render_Info, state: CellStates=CellStates.DEAD) -> None:
self.crowding_number = 0
self.position = position
self.dimensions = dimensions
self.state = state
self.click_state = None
self.screen_position = self.calculate_screen_position(render_info)
self.image = pygame.Surface(self.dimensions)
self.crowding_number: int = 0
self.position: XYPair = position
self.dimensions: XYPair = dimensions
self.state: CellStates = state
self.click_state: CellStates = None
self.screen_position: XYPair = self.calculate_screen_position(render_info)
self.image: pygame.Surface = pygame.Surface(self.dimensions)
self.image.fill(Colors.GRAY.value)
self.rect = pygame.Rect(self.screen_position.x,
self.screen_position.y,
self.dimensions.x,
self.dimensions.y)
def set_state(self, state: CellStates):
def set_state(self, state: CellStates) -> None:
self.state = state
self.image.fill(self.PALETTE_MAP[self.state])
def set_crowding_number(self, n: int):
def set_crowding_number(self, n: int) -> None:
self.crowding_number = n
def update_state(self):
def update_state(self) -> None:
if self.crowding_number < 2 or self.crowding_number >= 4:
self.set_state(CellStates.DEAD)
if self.crowding_number == 3:
self.set_state(CellStates.ALIVE)
def draw(self, screen):
def draw(self, screen: pygame.Surface) -> None:
screen.blit(self.image, self.rect)
class Board:
def __init__(self, dimensions: XYPair, evolution_time, render_info: Render_Info):
screen_dimenions = render_info.screen_dimensions
self.evolution_time = evolution_time
self.clock = 0
padding = render_info.padding
def __init__(self, dimensions: XYPair, evolution_time, render_info: Render_Info) -> None:
screen_dimenions: XYPair = render_info.screen_dimensions
self.evolution_time: int = evolution_time
self.clock: int = 0
padding: XYPair = render_info.padding
#calculate cell dimensions once instead of x*y times
cell_dimensions = XYPair(screen_dimenions.x/dimensions.x - 2*padding.x,
screen_dimenions.y/dimensions.y - 2*padding.y)
self.dimensions = dimensions
self.matrix = [[Cell(XYPair(x,y), cell_dimensions, render_info) for x in range(dimensions.x)] for y in range(dimensions.y)]
self.dimensions: XYPair = dimensions
self.matrix: List[List[Cell]] = [[Cell(XYPair(x,y), cell_dimensions, render_info) for x in range(dimensions.x)] for y in range(dimensions.y)]
def normalize_submatrix_point(self, p: XYPair) -> XYPair:
@@ -92,12 +93,12 @@ class Board:
return XYPair(normalize(p.x, self.dimensions.x), normalize(p.y, self.dimensions.y))
def get_submatrix(self, center: XYPair, extents: XYPair):
def get_submatrix(self, center: XYPair, extents: XYPair) -> List[List[Cell]]:
start_point = self.normalize_submatrix_point(XYPair(center.x - extents.x, center.y - extents.y))
end_point = self.normalize_submatrix_point(XYPair(center.x + extents.x, center.y + extents.y))
return [row[start_point.x:end_point.x+1] for row in self.matrix[start_point.y:end_point.y+1]]
def calculate_crowding_number(self, center: XYPair, extents: XYPair):
def calculate_crowding_number(self, center: XYPair, extents: XYPair) -> int:
submatrix = self.get_submatrix(center, extents)
#flattened_submatrix removes the center point because it does not contribute to the crowding number
#if syntax is confusing, it just unrolls the 2d list and removes the cell in the center
@@ -105,35 +106,35 @@ class Board:
living_cells = map(lambda cell: cell.state == CellStates.ALIVE, flattened_submatrix)
return sum(living_cells)
def fill_crowding(self):
def fill_crowding(self) -> None:
for row in self.matrix:
for cell in row:
cell.set_crowding_number(
self.calculate_crowding_number(cell.position, XYPair(1,1))
)
def evolve_state(self):
def evolve_state(self) -> None:
#calculate crowding numbers before updating any state, otherwise you'll be unhappy
self.fill_crowding()
for row in self.matrix:
for cell in row:
cell.update_state()
def set_state(self, p: XYPair, state: CellStates):
def set_state(self, p: XYPair, state: CellStates) -> None:
self.matrix[p.y][p.x].set_state(state)
def draw(self, screen):
def draw(self, screen: pygame.Surface) -> None:
for row in self.matrix:
for cell in row:
cell.draw(screen)
def tick_clock(self, dt):
def tick_clock(self, dt: int) -> None:
self.clock += dt
if self.clock >= self.evolution_time:
self.evolve_state()
self.clock = 0
def handle_click(self, mouse_pos, render_info):
def handle_click(self, mouse_pos, render_info: Render_Info) -> None:
def pixel_to_index(x, w, p):
return floor((x - p)/(w + 2*p))
@@ -158,15 +159,15 @@ class Board:
self.matrix[y][x].set_state(self.click_state)
def reset_click(self):
def reset_click(self) -> None:
self.click_state = None
def reset(self):
def reset(self) -> None:
for row in self.matrix:
for cell in row:
cell.set_state(CellStates.DEAD)
def __repr__(self):
def __repr__(self) -> None:
lines = []
str_buffer = ''
lines.append('-'*(self.dimensions.x+2))