multi color support

This commit is contained in:
Jonas Weinz 2017-05-07 23:02:51 +02:00
parent 09a71d127c
commit c0dba57e6a

View File

@ -26,16 +26,65 @@ SOUTH = 2
WEST = 3
livingSpace = []
livingSpaceColor = []
update_queue = []
old_update_queue = []
# doubled draw buffer because of display double buffering
draw_buffer = []
draw_buffer_old = []
antPosition = (livingSpaceWidth // 2, livingSpaceHeight // 2)
antRotation = NORTH
num_colors = 2
color_list = []
code = [False,True]
# helper function for colors:
def HSVtoRGB(h,s,v):
c = v*s
x = c*(1-abs((h/60)% 2 -1))
m = v-c
rr=0
gg=0
bb=0
if(h<60):
rr=c
gg=x
bb=0
elif (h < 120):
rr = x
gg = c
bb = 0
elif (h < 180):
rr = 0
gg = c
bb = x
elif (h < 240):
rr=0
gg=x
bb=c
elif (h < 300):
rr = x
gg = 0
bb = c
elif (h < 360):
rr = c
gg = 0
bb = x
return(rr+m,gg+m,bb+m)
def generate_colors():
global color_list
global num_colors
color_list = []
for i in range(num_colors):
color_list.append(HSVtoRGB(i * 360.0 / num_colors,1,1))
def resize(shape):
width, height = shape
if height == 0:
@ -53,12 +102,15 @@ def init():
def initLivingSpace():
for x in range(livingSpaceWidth):
livingSpace.append([])
livingSpaceColor.append([])
for y in range(livingSpaceHeight):
livingSpace[x].append(100)
livingSpace[x].append(0)
rgba = [float(x)/float(livingSpaceWidth), float(livingSpaceWidth-x)/float(livingSpaceWidth), float(y)/float(livingSpaceHeight),0.15]
livingSpaceColor[x].append(rgba)
draw_buffer.append((x,y))
def isAlive(x,y):
return livingSpace[x][y] > 101 # epsilon = 1
return livingSpace[x][y] != 0
def draw():
global draw_buffer
@ -71,12 +123,10 @@ def draw():
glBegin(GL_QUADS)
for column,row in draw_buffer + draw_buffer_old:
if livingSpace[column][row] != 0:
health = float(float(livingSpace[column][row])/1000.0)
r,g,b,a = livingSpaceColor[column][row]
glColor4f(health*(float(column)/float(livingSpaceWidth)),
health*(float(livingSpaceWidth-column)/float(livingSpaceWidth)),
health*(float(row)/float(livingSpaceHeight)),1.0)
#glColor4f(255, 0, 0, 1.0)
glColor4f(a * r, a * g, a * b, 1.0)
x = column * creatureW
y = row * creatureH
@ -105,12 +155,29 @@ def draw():
draw_buffer = []
def activate(i,j):
livingSpace[i][j] = 1000
def activate(i,j,key = 1):
livingSpace[i][j] = key
if num_colors > 2:
livingSpaceColor[i][j] = [
color_list[key - 1][0],
color_list[key - 1][1],
color_list[key - 1][2],
1.0
]
else:
livingSpaceColor[i][j][3] = 1.0
update_queue.append((i,j))
def deactivate(i,j):
livingSpace[i][j] = 100
livingSpace[i][j] = 0
# correct color:
livingSpaceColor[i][j] = [
float(i) / float(livingSpaceWidth),
float(livingSpaceWidth - i) / float(livingSpaceWidth),
float(j) / float(livingSpaceHeight),
0.6
]
update_queue.append((i,j))
def update_field():
@ -121,10 +188,15 @@ def update_field():
update_queue = []
for i,j in old_update_queue:
draw_buffer.append((i,j))
if livingSpace[i][j] > 600:
livingSpace[i][j] = float(livingSpace[i][j]) * 0.98
if livingSpace[i][j] < 600:
livingSpace[i][j] = 600
if livingSpace[i][j] <= 0 and livingSpaceColor[i][j][3] > 0.15:
livingSpaceColor[i][j][3] *= 0.98
if livingSpaceColor[i][j][3] < 0.15:
livingSpaceColor[i][j][3] = 0.15
update_queue.append((i,j))
elif livingSpace[i][j] > 0 and livingSpaceColor[i][j][3] > 0.6:
livingSpaceColor[i][j][3] *= 0.98
if livingSpaceColor[i][j][3] < 0.6:
livingSpaceColor[i][j][3] = 0.6
update_queue.append((i,j))
def move_ant(dx, dy):
@ -151,7 +223,8 @@ def move_ant(dx, dy):
def update_ant():
global antPosition
global antRotation
# if we have only two colors, we will switch between on and off
if num_colors == 2:
# switch cell
if isAlive(antPosition[0], antPosition[1]):
deactivate(antPosition[0], antPosition[1])
@ -166,6 +239,27 @@ def update_ant():
# turn left
antRotation = (antRotation + 3) % 4
else:
# if we have more than 3 colors, we use the color code
old_key = livingSpace[antPosition[0]][antPosition[1]] - 1
new_key = (livingSpace[antPosition[0]][antPosition[1]]) % num_colors + 1 # avoiding key zero, it is deactivated
if not isAlive(antPosition[0], antPosition[1]):
# first activation time, increase key:
new_key += 1
old_key += 1
#determine direction:
if code[old_key]:
# turn left:
antRotation = (antRotation + 3) % 4
else:
# turn right:
antRotation = (antRotation + 1) % 4
# then activate with new key
activate(antPosition[0], antPosition[1], new_key)
# move on step:
dx = 0
dy = 0
@ -190,6 +284,9 @@ def main():
global antPosition
global window_w
global window_h
global color_list
global num_colors
global code
# parsing args:
parser = argparse.ArgumentParser(description="langton's ant")
@ -202,6 +299,7 @@ def main():
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')
parser.set_defaults(fullscreen=False)
parser.set_defaults(configurator=False)
@ -214,6 +312,19 @@ def main():
video_flags = OPENGL | HWSURFACE | DOUBLEBUF
# parse code:
code = []
for c in args.code:
if c == '0':
code.append(False)
else:
code.append(True)
# generate colors:
num_colors = len(code)
generate_colors()
if args.fullscreen:
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
dinfo = pygame.display.Info()
@ -249,6 +360,8 @@ def main():
logic_frame_pause = FPS / steps_per_sec
configurator_mode = bool(args.configurator)
field_draws = 0
if (calc > 0):
for i in range(calc):
update_ant();
@ -266,6 +379,14 @@ def main():
update_field();
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()
if configurator_mode:
@ -281,10 +402,12 @@ def main():
elif event.key == K_RIGHT:
move_ant(+1,0)
elif event.key == K_SPACE:
if isAlive(antPosition[0], antPosition[1]):
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])
else:
activate(antPosition[0], antPosition[1])
elif event.key == K_RETURN:
configurator_mode = False