refactoring gol

This commit is contained in:
Jonas Weinz 2017-05-15 09:21:56 +02:00
parent 3fd19f7035
commit 842798b205

View File

@ -2,25 +2,31 @@
import pygame import pygame
import random import random
from OpenGL.GL import * from OpenGL.GL import *
from OpenGL.GLU import *
from pygame.locals import * from pygame.locals import *
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN import argparse
#TODO: remove global vars
pygame.init() pygame.init()
dinfo = pygame.display.Info(); window_w = 1600
window_h = 900
livingSpaceWidth = 48 livingSpaceWidth = 64
livingSpaceHeight = 27 livingSpaceHeight = 36
creatureW = dinfo.current_w/(livingSpaceWidth) creatureW = window_w/(livingSpaceWidth)
creatureH = dinfo.current_h/(livingSpaceHeight) creatureH = window_h/(livingSpaceHeight)
FPS = 40 FPS = 30
livingSpace = [] livingSpace = []
draw_buffer = []
draw_buffer_old = []
def resize(shape): def resize(shape):
width, height = shape width, height = shape
if height == 0: if height == 0:
@ -48,30 +54,34 @@ def isAlive(x,y):
return livingSpace[x][y] == 1000 return livingSpace[x][y] == 1000
def draw(): def draw():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) global draw_buffer
global draw_buffer_old
#glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity() glLoadIdentity()
glTranslatef(0.0,0.0,3.0) glTranslatef(0.0,0.0,3.0)
glBegin(GL_QUADS) glBegin(GL_QUADS)
for column in range(livingSpaceWidth): for column, row in draw_buffer + draw_buffer_old:
for row in range(livingSpaceHeight): if livingSpace[column][row] != 0:
if livingSpace[column][row] != 0: health = float(float(livingSpace[column][row])/1000.0)
health = float(float(livingSpace[column][row])/1000.0)
glColor4f(health*(float(column)/float(livingSpaceWidth)), glColor4f(health*(float(column)/float(livingSpaceWidth)),
health*(float(livingSpaceWidth-column)/float(livingSpaceWidth)), health*(float(livingSpaceWidth-column)/float(livingSpaceWidth)),
health*(float(row)/float(livingSpaceHeight)),1.0) health*(float(row)/float(livingSpaceHeight)),1.0)
x = column * creatureW x = column * creatureW
y = row * creatureH y = row * creatureH
glVertex3f(x,y,0.0) glVertex3f(x,y,0.0)
glVertex3f(x + creatureW-1.0,y,0.0) glVertex3f(x + creatureW-1.0,y,0.0)
glVertex3f(x+creatureW-1,y+creatureH-1,0.0) glVertex3f(x+creatureW-1,y+creatureH-1,0.0)
glVertex3f(x,y+creatureH-1,0.0) glVertex3f(x,y+creatureH-1,0.0)
glEnd() glEnd()
draw_buffer_old = draw_buffer
draw_buffer = []
def getNeighborCount(x,y): def getNeighborCount(x,y):
count = 0 count = 0
@ -94,6 +104,7 @@ def getNeighborCount(x,y):
return count return count
def calculateNextGeneration(): def calculateNextGeneration():
neighborCount = [] neighborCount = []
for column in range(livingSpaceWidth): for column in range(livingSpaceWidth):
neighborCount.append([]) neighborCount.append([])
@ -105,26 +116,82 @@ def calculateNextGeneration():
if 2 <= neighborCount[column][row] <= 3: if 2 <= neighborCount[column][row] <= 3:
if neighborCount[column][row] == 3: if neighborCount[column][row] == 3:
livingSpace[column][row] = 1000 livingSpace[column][row] = 1000
draw_buffer.append((column, row))
if not isAlive(column,row): if not isAlive(column,row):
livingSpace[column][row] = float(livingSpace[column][row])/1.2 livingSpace[column][row] = float(livingSpace[column][row])/1.2
draw_buffer.append((column, row))
else: else:
livingSpace[column][row] = float(livingSpace[column][row])/1.2 livingSpace[column][row] = float(livingSpace[column][row])/1.2
draw_buffer.append((column, row))
if livingSpace[column][row] < 20: if livingSpace[column][row] < 20:
livingSpace[column][row] = 0 livingSpace[column][row] = 0
def main(): def main():
global livingSpaceWidth
global livingSpaceHeight
global creatureW
global creatureH
global window_w
global window_h
pygame.display.set_mode((dinfo.current_w,dinfo.current_h),video_flags) # parsing args:
parser = argparse.ArgumentParser(description="game of life")
parser.add_argument('--steps', dest='steps', default = 20 , help='steps per second')
parser.add_argument('--w', dest='w', default = livingSpaceWidth, help = 'field width')
parser.add_argument('--h', dest='h', default=livingSpaceHeight, help = 'field height')
#parser.add_argument('--calc', dest='calc', default=0, help='calculate steps and only display result')
#parser.add_argument('--default', dest='default', default=0, help='setting all fields to this value')
parser.add_argument('--fullscreen', dest='fullscreen', action='store_true')
parser.add_argument('--window_w', dest='win_w', default=window_w, help='window width')
parser.add_argument('--window_h', dest='win_h', default=window_h, help='window height')
parser.add_argument('--configurator', dest='configurator', action='store_true', help='start in field edit mode')
#parser.add_argument('--code', dest='code', default='01', help='binary code for the ant (\'01\' corresponds to the starndard ant behaviour)')
parser.set_defaults(fullscreen=False)
parser.set_defaults(configurator=False)
args = parser.parse_args()
steps_per_sec = int(args.steps)
livingSpaceWidth = int(args.w)
livingSpaceHeight = int(args.h)
video_flags = OPENGL | HWSURFACE | DOUBLEBUF
if args.fullscreen:
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
dinfo = pygame.display.Info()
window_w = dinfo.current_w
window_h = dinfo.current_h
else:
window_w = int(args.win_w)
window_h = int(args.win_h)
creatureW = window_w / (livingSpaceWidth)
creatureH = window_h / (livingSpaceHeight)
#antPosition = (livingSpaceWidth // 2, livingSpaceHeight // 2)
pygame.display.set_mode((window_w,window_h),video_flags)
initLivingSpace() initLivingSpace()
resize((dinfo.current_w,dinfo.current_h))
resize((window_w, window_h))
init() init()
clock = pygame.time.Clock() clock = pygame.time.Clock()
frames = 0 frames = 0
counter = 0
logic_frame_pause = FPS / steps_per_sec
configurator_mode = bool(args.configurator)
field_draws = 0
#Hauptschleife: #Hauptschleife:
while True: while True:
@ -136,11 +203,53 @@ def main():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
break break
draw() draw()
field_draws += len(draw_buffer) + len(draw_buffer_old)
frames += 1
if frames % FPS == 0:
print("average field draws per frame: " + str(field_draws / FPS))
field_draws = 0
pygame.display.flip() pygame.display.flip()
calculateNextGeneration()
if configurator_mode:
# move with keys:
if event.type == KEYDOWN:
# draw_buffer.append((antPosition[0],antPosition[1]))
# if event.key == K_DOWN:
# move_ant(0,+1)
# elif event.key == K_UP:
# move_ant(0,-1)
# elif event.key == K_LEFT:
# move_ant(-1,0)
# elif event.key == K_RIGHT:
# move_ant(+1,0)
# elif event.key == K_SPACE:
# new_key = (livingSpace[antPosition[0]][antPosition[1]]) % num_colors + 1
# if not isAlive(antPosition[0], antPosition[1]):
# new_key += 1
# activate(antPosition[0], antPosition[1], new_key)
# elif event.key == K_BACKSPACE:
# deactivate(antPosition[0],antPosition[1])
if event.key == K_RETURN:
configurator_mode = False
counter += 1
if logic_frame_pause >= 1:
if counter > logic_frame_pause:
calculateNextGeneration()
counter = 0
else:
# multiple calculations per frame:
for i in range(int(1 / logic_frame_pause)):
calculateNextGeneration()
# switch to configurator mode:
if event.type == KEYDOWN and event.key == K_RETURN:
configurator_mode = True