149 lines
3.8 KiB
Python
149 lines
3.8 KiB
Python
#!/usr/bin/python
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import pygame
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import random
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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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video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
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pygame.init()
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dinfo = pygame.display.Info();
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livingSpaceWidth = 48
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livingSpaceHeight = 27
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creatureW = dinfo.current_w/(livingSpaceWidth)
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creatureH = dinfo.current_h/(livingSpaceHeight)
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FPS = 40
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livingSpace = []
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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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if random.randint(0,1) ==1:
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livingSpace[x].append(1000)
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else:
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livingSpace[x].append(0)
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def isAlive(x,y):
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return livingSpace[x][y] == 1000
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def draw():
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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 in range(livingSpaceWidth):
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for row in range(livingSpaceHeight):
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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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glEnd()
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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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# nach unten hin ist keine ausnahmebehandlung noetig,
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# da python bei negativen indizes automatisch die liste von hinten
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# durchlaeuft
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# Vorsicht: boolscher Wert wird hier als Int genutzt!
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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 main():
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pygame.display.set_mode((dinfo.current_w,dinfo.current_h),video_flags)
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initLivingSpace()
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resize((dinfo.current_w,dinfo.current_h))
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init()
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clock = pygame.time.Clock()
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frames = 0
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#Hauptschleife:
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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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draw()
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pygame.display.flip()
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calculateNextGeneration()
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if __name__ == '__main__':
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main()
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