fast written langtons ant implementation
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langton/Main.py
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296
langton/Main.py
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#!/usr/bin/env python3
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import pygame
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import random
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import sys
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from OpenGL.GL import *
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from OpenGL.GLU import *
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from pygame.locals import *
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import argparse
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video_flags = OPENGL | HWSURFACE | DOUBLEBUF
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pygame.init()
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dinfo = pygame.display.Info();
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window_w = 1600
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window_h = 900
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livingSpaceWidth = 64
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livingSpaceHeight = 36
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creatureW = window_w/(livingSpaceWidth)
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creatureH = window_h/(livingSpaceHeight)
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FPS = 60
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NORTH = 0
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EAST = 1
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SOUTH = 2
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WEST = 3
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livingSpace = []
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update_queue = []
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old_update_queue = []
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draw_buffer = []
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draw_buffer_old = []
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antPosition = (livingSpaceWidth // 2, livingSpaceHeight // 2)
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antRotation = NORTH
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def resize(shape):
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width, height = shape
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if height == 0:
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height = 1
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glViewport(0, 0, width, height)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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glOrtho(0.0, livingSpaceWidth * creatureW, livingSpaceHeight * creatureH, 0.0, -6.0, 0.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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def init():
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glClearColor(0.0, 0.0, 0.0, 0.0)
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def initLivingSpace():
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for x in range(livingSpaceWidth):
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livingSpace.append([])
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for y in range(livingSpaceHeight):
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livingSpace[x].append(100)
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draw_buffer.append((x,y))
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def isAlive(x,y):
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return livingSpace[x][y] > 101 # epsilon = 1
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def draw():
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global draw_buffer
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global draw_buffer_old
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#glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glLoadIdentity()
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glTranslatef(0.0,0.0,3.0)
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glBegin(GL_QUADS)
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for column,row in draw_buffer + draw_buffer_old:
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if livingSpace[column][row] != 0:
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health = float(float(livingSpace[column][row])/1000.0)
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glColor4f(health*(float(column)/float(livingSpaceWidth)),
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health*(float(livingSpaceWidth-column)/float(livingSpaceWidth)),
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health*(float(row)/float(livingSpaceHeight)),1.0)
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x = column * creatureW
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y = row * creatureH
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glVertex3f(x,y,0.0)
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glVertex3f(x + creatureW-1.0,y,0.0)
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glVertex3f(x+creatureW-1,y+creatureH-1,0.0)
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glVertex3f(x,y+creatureH-1,0.0)
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# draw langton's ant quad:
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x = antPosition[0] * creatureW
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y = antPosition[1] * creatureH
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offX = creatureW / 2
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offY = creatureH / 2
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glColor4f(1,1,1,0.5)
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glVertex3f(x + offX, y, 0.0)
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glVertex3f(x + creatureW - 1, y + offY, 0.0)
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glVertex3f(x + offX, y + creatureH - 1, 0.0)
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glVertex3f(x, y + offX - 1, 0.0)
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glEnd()
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draw_buffer_old = draw_buffer
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draw_buffer = []
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def getNeighborCount(x,y):
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count = 0
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xpn = (x + 1) % livingSpaceWidth
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ypn = (y + 1) % livingSpaceHeight
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count += isAlive(x,ypn)
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count += isAlive(xpn,ypn)
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count += isAlive(xpn,y)
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count += isAlive(xpn,y-1)
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count += isAlive(x,y-1)
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count += isAlive(x-1,y-1)
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count += isAlive(x-1,y)
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count += isAlive(x-1,ypn)
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return count
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def calculateNextGeneration():
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neighborCount = []
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for column in range(livingSpaceWidth):
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neighborCount.append([])
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for row in range(livingSpaceHeight):
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neighborCount[column].append(getNeighborCount(column,row))
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for column in range(livingSpaceWidth):
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for row in range(livingSpaceHeight):
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if 2 <= neighborCount[column][row] <= 3:
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if neighborCount[column][row] == 3:
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livingSpace[column][row] = 1000
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if not isAlive(column,row):
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livingSpace[column][row] = float(livingSpace[column][row])/1.2
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else:
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livingSpace[column][row] = float(livingSpace[column][row])/1.2
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if livingSpace[column][row] < 20:
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livingSpace[column][row] = 0
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def activate(i,j):
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livingSpace[i][j] = 1000
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update_queue.append((i,j))
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def deactivate(i,j):
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livingSpace[i][j] = 100
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update_queue.append((i,j))
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def update_field():
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global old_update_queue
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global update_queue
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old_update_queue = update_queue
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update_queue = []
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for i,j in old_update_queue:
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draw_buffer.append((i,j))
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if livingSpace[i][j] > 600:
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livingSpace[i][j] = float(livingSpace[i][j]) * 0.98
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if livingSpace[i][j] < 600:
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livingSpace[i][j] = 600
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update_queue.append((i,j))
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def move_ant():
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global antPosition
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global antRotation
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# switch cell
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if isAlive(antPosition[0], antPosition[1]):
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deactivate(antPosition[0], antPosition[1])
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else:
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activate(antPosition[0], antPosition[1])
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# turn
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if isAlive(antPosition[0], antPosition[1]):
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# turn right
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antRotation = (antRotation + 1) % 4
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else:
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# turn left
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antRotation = (antRotation + 3) % 4
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# move on step:
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dx = 0
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dy = 0
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if antRotation == NORTH:
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dy = -1
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elif antRotation == SOUTH:
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dy = +1
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elif antRotation == EAST:
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dx = +1
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elif antRotation == WEST:
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dx = -1
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# check bounds:
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if antPosition[0] == 0 and dx < 0:
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dx = 0
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if antPosition[0] == livingSpaceWidth - 1 and dx > 0:
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dx = 0
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if antPosition[1] == 0 and dy < 0:
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dy = 0
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if antPosition[1] == livingSpaceHeight - 1 and dy > 0:
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dy = 0
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# finally move:
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antPosition = (antPosition[0] + dx, antPosition[1] + dy)
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update_queue.append(antPosition)
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def update_ant():
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global antPosition
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global antRotation
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move_ant()
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def main():
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global livingSpaceWidth
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global livingSpaceHeight
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global creatureW
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global creatureH
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global antPosition
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# parsing args:
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parser = argparse.ArgumentParser(description="langton's ant")
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parser.add_argument('--steps', dest='steps', default = 20 , help='steps per second')
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parser.add_argument('--w', dest='w', default = livingSpaceWidth, help = 'field width')
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parser.add_argument('--h', dest='h', default=livingSpaceHeight, help = 'field height')
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parser.add_argument('--calc', dest='calc', default=0, help='calculate steps and only display result')
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args = parser.parse_args()
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steps_per_sec = int(args.steps)
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livingSpaceWidth = int(args.w)
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livingSpaceHeight = int(args.h)
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calc = int(args.calc)
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creatureW = window_w / (livingSpaceWidth)
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creatureH = window_h / (livingSpaceHeight)
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antPosition = (livingSpaceWidth // 2, livingSpaceHeight // 2)
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pygame.display.set_mode((window_w,window_h),video_flags)
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initLivingSpace()
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resize((window_w, window_h))
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init()
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clock = pygame.time.Clock()
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frames = 0
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counter = 0
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logic_frame_pause = FPS / steps_per_sec
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if (calc > 0):
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for i in range(calc):
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update_ant();
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#main loop:
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while True:
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ticktime = clock.tick(FPS)
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#print ticktime
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event = pygame.event.poll()
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if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
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break
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update_field();
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draw()
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pygame.display.flip()
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if (calc == 0):
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counter += 1
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if counter > logic_frame_pause:
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update_ant()
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counter = 0
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if __name__ == '__main__':
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main()
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