Files
conway/conway.py
2024-03-22 15:32:54 -05:00

223 lines
7.8 KiB
Python

from enum import Enum
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")
class Colors(Enum):
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (112, 128, 160) #slate gray
@dataclass
class Render_Info:
screen_dimensions: XYPair = XYPair(1000,1000)
padding: XYPair = XYPair(1, 1)
background_color = Colors.BLACK.value
class Cell:
PALETTE_MAP = {
CellStates.ALIVE: Colors.GREEN.value,
CellStates.DEAD: Colors.GRAY.value,
}
def calculate_screen_position(self, render_info: Render_Info) -> XYPair:
def calculate_spacing(i, w, p):
return i * (w + 2*p) + p
padding = render_info.padding
return XYPair(calculate_spacing(self.position.x, self.dimensions.x, padding.x),
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: 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) -> None:
self.state = state
self.image.fill(self.PALETTE_MAP[self.state])
def set_crowding_number(self, n: int) -> None:
self.crowding_number = n
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: pygame.Surface) -> None:
screen.blit(self.image, self.rect)
class Board:
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: 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:
def normalize(x: int, cap: int) -> int:
if x < 0:
return 0
if x >= cap:
return cap-1
return x
return XYPair(normalize(p.x, self.dimensions.x), normalize(p.y, self.dimensions.y))
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) -> 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
flattened_submatrix = [cell for row in submatrix for cell in row if cell.position != center]
living_cells = map(lambda cell: cell.state == CellStates.ALIVE, flattened_submatrix)
return sum(living_cells)
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) -> 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) -> None:
self.matrix[p.y][p.x].set_state(state)
def draw(self, screen: pygame.Surface) -> None:
for row in self.matrix:
for cell in row:
cell.draw(screen)
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: Render_Info) -> None:
def pixel_to_index(x, w, p):
return floor((x - p)/(w + 2*p))
#calculating the board index position is wayyy easier than point colliding
#with every cell sprite
dimensions = self.matrix[0][0].dimensions
x = pixel_to_index(mouse_pos[0], dimensions.x, render_info.padding.x)
y = pixel_to_index(mouse_pos[1], dimensions.y, render_info.padding.y)
try:
cell = self.matrix[y][x]
except IndexError:
return #this exception corresponds to the case of the mouse being held down outside the game window
if not self.click_state:
if cell.state == CellStates.ALIVE:
self.click_state = CellStates.DEAD
else:
self.click_state = CellStates.ALIVE
self.matrix[y][x].set_state(self.click_state)
def reset_click(self) -> None:
self.click_state = None
def reset(self) -> None:
for row in self.matrix:
for cell in row:
cell.set_state(CellStates.DEAD)
def __repr__(self) -> None:
lines = []
str_buffer = ''
lines.append('-'*(self.dimensions.x+2))
for row in self.matrix:
str_buffer += '|'
for cell in row:
str_buffer += '#' if cell.state == CellStates.ALIVE else ' '
str_buffer += '|'
lines.append(str_buffer)
str_buffer = ''
lines.append('-'*(self.dimensions.x+2))
return '\n'.join(lines)
def main():
render_info: Render_Info = Render_Info()
screen = pygame.display.set_mode(render_info.screen_dimensions)
board = Board(XYPair(50, 50), 100, render_info)
pygame.display.set_caption("Conway's Game of Life")
clock = pygame.time.Clock()
paused = True
running = True
while running:
dt = clock.tick(144)
board.draw(screen)
pygame.display.flip()
if not paused:
board.tick_clock(dt)
if pygame.mouse.get_pressed()[0]:
board.handle_click(pygame.mouse.get_pos(), render_info)
else:
board.reset_click()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
paused = not paused
if event.key == pygame.K_ESCAPE:
board.reset()
if event.type == pygame.QUIT:
running = False
if __name__ == '__main__':
main()