Files
game-of-life/game/play.py

154 lines
6.8 KiB
Python

import arcade, arcade.gui, random, math, copy
from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, NEIGHBORS
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client=None):
super().__init__()
self.generation = 0
self.population = 0
self.running = True
self.generation_fps = 10
self.pypresence_generation_count = 0
self.pypresence_client = pypresence_client
self.spritelist = arcade.SpriteList()
self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + SPACING)) / 2 + (CELL_SIZE / 2)
self.start_y = self.window.height / 2 - (ROWS * (CELL_SIZE + SPACING)) / 2 + (CELL_SIZE / 2)
def on_show_view(self):
super().on_show_view()
self.setup_grid()
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5, vertical=False), anchor_x="center", anchor_y="top")
self.population_label = arcade.gui.UILabel(text="Population: 0", font_name="Protest Strike", font_size=16)
self.info_box.add(self.population_label)
self.generation_label = arcade.gui.UILabel(text="Generation: 0", font_name="Protest Strike", font_size=16)
self.info_box.add(self.generation_label)
self.fps_label = arcade.gui.UILabel(text="FPS: 10", font_name="Protest Strike", font_size=16)
self.info_box.add(self.fps_label)
arcade.schedule(self.update_generation, 1 / self.generation_fps)
def setup_grid(self, randomized=False):
self.spritelist.clear()
self.cell_grid = {}
for row in range(ROWS):
self.cell_grid[row] = {}
for col in range(COLS):
if randomized and random.randint(0, 1) == 1:
cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + col * (CELL_SIZE + SPACING), center_y=self.start_y + row * (CELL_SIZE + SPACING), color=arcade.color.WHITE)
self.cell_grid[row][col] = cell
self.spritelist.append(cell)
self.population += 1
continue
self.cell_grid[row][col] = None
def update_generation(self, _):
if self.running:
self.generation += 1
self.pypresence_generation_count += 1
if self.pypresence_generation_count == self.generation_fps * 3:
self.pypresence_generation_count = 0
self.pypresence_client.update(state='In Game', details=f'Generation: {self.generation} Population: {self.population}', start=self.pypresence_client.start_time)
next_grid = {y: {x: cell for x, cell in row.items()} for y, row in self.cell_grid.items()}
for x in range(0, COLS):
for y in range(0, ROWS):
cell_neighbors = 0
for neighbor_y in NEIGHBORS:
for neighbor_x in NEIGHBORS:
if neighbor_x == 0 and neighbor_y == 0:
continue
if self.cell_grid.get(y + neighbor_y, {}).get(x + neighbor_x) is not None:
cell_neighbors += 1
if self.cell_grid[y][x] is not None:
if (cell_neighbors == 2 or cell_neighbors == 3):
pass # survives
else: # dies
self.population -= 1
self.spritelist.remove(self.cell_grid[y][x])
del next_grid[y][x]
next_grid[y][x] = None
elif cell_neighbors == 3: # newborn
self.population += 1
cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + x * (CELL_SIZE + SPACING), center_y=self.start_y + y * (CELL_SIZE + SPACING), color=arcade.color.WHITE)
next_grid[y][x] = cell
self.spritelist.append(cell)
self.cell_grid = next_grid
self.population_label.text = f"Population: {self.population}"
self.generation_label.text = f"Generation: {self.generation}"
def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
super().on_key_press(symbol, modifiers)
if symbol == arcade.key.SPACE:
self.running = not self.running
elif symbol == arcade.key.C:
arcade.unschedule(self.update_generation)
self.setup_grid()
arcade.schedule(self.update_generation, 1 / self.generation_fps)
def on_update(self, delta_time: float) -> bool | None:
super().on_update(delta_time)
if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.DOWN]: # type: ignore
self.generation_fps += 1 if self.window.keyboard[arcade.key.UP] else -1 # type: ignore
self.fps_label.text = f"FPS: {self.generation_fps}"
arcade.unschedule(self.update_generation)
arcade.schedule(self.update_generation, 1 / self.generation_fps)
if self.window.mouse[arcade.MOUSE_BUTTON_LEFT]: # type: ignore
grid_col = math.ceil((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
grid_row = math.ceil((self.window.mouse.data["y"] - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
return
if self.cell_grid[grid_row][grid_col] is None:
self.population += 1
cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + grid_col * (CELL_SIZE + SPACING), center_y=self.start_y + grid_row * (CELL_SIZE + SPACING), color=arcade.color.WHITE)
self.cell_grid[grid_row][grid_col] = cell
self.spritelist.append(cell)
elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT]: # type: ignore
grid_col = math.ceil((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
grid_row = math.ceil((self.window.mouse.data["y"] - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
if self.cell_grid[grid_row][grid_col] is not None:
self.population -= 1
self.spritelist.remove(self.cell_grid[grid_row][grid_col])
del self.cell_grid[grid_row][grid_col]
self.cell_grid[grid_row][grid_col] = None
def on_draw(self):
super().on_draw()
arcade.draw_rect_outline(arcade.rect.LBWH(self.start_x, self.start_y, COLS * (CELL_SIZE + SPACING), ROWS * (CELL_SIZE + SPACING)), arcade.color.WHITE)
self.spritelist.draw()