added cell state and display class

This commit is contained in:
Richard Feistenauer 2018-12-09 11:20:16 +01:00
parent 0960991e47
commit 1042c2ae34
5 changed files with 131 additions and 29 deletions

View File

@ -7,6 +7,8 @@ import time
from cellular_automaton.cellular_automaton import CellularAutomaton from cellular_automaton.cellular_automaton import CellularAutomaton
from cellular_automaton.ca_rule import Rule from cellular_automaton.ca_rule import Rule
from cellular_automaton.ca_neighborhood import MooreNeighborhood, EdgeRule from cellular_automaton.ca_neighborhood import MooreNeighborhood, EdgeRule
from cellular_automaton.ca_display import PyGameFor2D
from cellular_automaton.ca_cell_state import CellState
class WorldGeneratorWindow: class WorldGeneratorWindow:
@ -17,7 +19,7 @@ class WorldGeneratorWindow:
pygame.init() pygame.init()
pygame.display.set_caption("World Generator") pygame.display.set_caption("World Generator")
self.screen = pygame.display.set_mode(self.grid_size) self.screen = pygame.display.set_mode(self.window_size)
self._cellular_automaton = cellular_automaton self._cellular_automaton = cellular_automaton
self.font = pygame.font.SysFont("monospace", 15) self.font = pygame.font.SysFont("monospace", 15)
@ -78,25 +80,35 @@ class TestRule(Rule):
def evolve_cell(self, cell, neighbors, iteration_index): def evolve_cell(self, cell, neighbors, iteration_index):
active = False active = False
last_iteration = iteration_index - 1 last_iteration = iteration_index - 1
if cell.get_status_for_iteration(last_iteration) is None: if cell.state is None:
rand = random.randrange(0, 101, 1) rand = random.randrange(0, 101, 1)
if rand <= 99: if rand <= 99:
rand = 0 cell.state = MyStatus(0)
cell.set_status_for_iteration([rand], iteration_index) else:
cell.set_status_for_iteration([rand], iteration_index + 1) cell.state = MyStatus(1)
if rand != 0:
active = True
cell.set_for_redraw() cell.set_for_redraw()
active = True
elif len(neighbors) == 8: elif len(neighbors) == 8:
left_neighbour_status = neighbors[3].get_status_for_iteration(last_iteration) left_neighbour_status = neighbors[3].state.get_status_of_iteration(last_iteration)
active = cell.set_status_for_iteration(left_neighbour_status, iteration_index) active = cell.state.set_status_of_iteration(left_neighbour_status, iteration_index)
if active: if active:
cell.set_for_redraw() cell.set_for_redraw()
return active return active
class MyStatus(CellState):
def __init__(self, initial_state):
super().__init__(initial_state)
def get_state_draw_color(self, iteration):
red = 0
if self._state[iteration % 2][0]:
red = 255
return [red, 0, 0]
if __name__ == "__main__": if __name__ == "__main__":
rule = TestRule() rule = TestRule()
ca = CellularAutomaton([400, 400], MooreNeighborhood(EdgeRule.IGNORE_EDGE_CELLS), rule) ca = CellularAutomaton([400, 400], MooreNeighborhood(EdgeRule.IGNORE_EDGE_CELLS), rule)
ca_window = WorldGeneratorWindow([1000, 730], ca) ca_window = PyGameFor2D([1000, 730], ca)
ca_window.main_loop() ca_window.main_loop()

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@ -3,7 +3,7 @@ class Cell:
self.name = name self.name = name
self.coordinate = coordinate self.coordinate = coordinate
self.neighbours = [] self.neighbours = []
self._status = [None, None] self.state = None
self._dirty = False self._dirty = False
def set_neighbours(self, neighbours: list): def set_neighbours(self, neighbours: list):
@ -20,20 +20,3 @@ class Cell:
def release_from_redraw(self): def release_from_redraw(self):
self._dirty = False self._dirty = False
def set_status_of_iteration(self, new_status, iteration):
""" Will set the new status for the iteration modulo two.
:param new_status: The new status to set.
:param iteration: Uses the iteration index, to differ between current and next state.
:return True if status has changed.
"""
self._status[iteration % 2] = new_status
return self._status[0] != self._status[1]
def get_status_of_iteration(self, iteration):
""" Will return the status for the iteration modulo two.
:param iteration: Uses the iteration index, to differ between current and next state.
:return The status for this iteration.
"""
return self._status[iteration % 2]

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@ -0,0 +1,27 @@
class CellState:
"""
This is the base class for all cell states.
When using the cellular automaton display, inherit this class and implement get_state_draw_color.
"""
def __init__(self, initial_state):
self._state = [[initial_state], [initial_state]]
def set_status_of_iteration(self, new_status, iteration):
""" Will set the new status for the iteration modulo two.
:param new_status: The new status to set.
:param iteration: Uses the iteration index, to differ between current and next state.
:return True if status has changed.
"""
self._state[iteration % 2] = new_status
return self._state[0] != self._state[1]
def get_status_of_iteration(self, iteration):
""" Will return the status for the iteration modulo two.
:param iteration: Uses the iteration index, to differ between current and next state.
:return The status for this iteration.
"""
return self._state[iteration % 2]
def get_state_draw_color(self, iteration):
raise NotImplementedError

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@ -0,0 +1,80 @@
import pygame
import time
import operator
from cellular_automaton.cellular_automaton import CellularAutomaton
class DisplayFor2D:
def __init__(self, grid_rect: list, cellular_automaton: CellularAutomaton, screen):
self.grid_size = grid_rect[-2:]
self.grid_pos = grid_rect[:2]
self._cellular_automaton = cellular_automaton
self.screen = screen
self.cell_size = self._calculate_cell_display_size()
self._surfaces_to_update = []
def set_cellular_automaton(self, cellular_automaton):
self._cellular_automaton = cellular_automaton
def _redraw_cellular_automaton(self):
for cell in self._cellular_automaton.grid.get_cells().values():
self._redraw_cell(cell)
pygame.display.update(self._surfaces_to_update)
self._surfaces_to_update = []
def _redraw_cell(self, cell):
if cell.is_set_for_redrawing():
cell_color = cell.state.get_state_draw_color(self._cellular_automaton.get_iteration_index())
surface_pos = self._calculate_cell_position(cell)
surface_pos = list(map(operator.add, surface_pos, self.grid_pos))
self._surfaces_to_update.append(self.screen.fill(cell_color, (surface_pos, self.cell_size)))
cell.release_from_redraw()
def _calculate_cell_position(self, cell):
return list(map(operator.mul, self.cell_size, cell.coordinate))
def _calculate_cell_display_size(self):
grid_dimension = self._cellular_automaton.grid.get_dimension()
return list(map(operator.truediv, self.grid_size, grid_dimension))
class PyGameFor2D:
def __init__(self, windows_size: list, cellular_automaton: CellularAutomaton):
self.window_size = windows_size
self._cellular_automaton = cellular_automaton
pygame.init()
pygame.display.set_caption("Cellular Automaton")
self.screen = pygame.display.set_mode(self.window_size)
self.font = pygame.font.SysFont("monospace", 15)
self.ca_display = DisplayFor2D([0, 30, windows_size[0], windows_size[1]-30], cellular_automaton, self.screen)
def _print_process_duration(self, time_ca_end, time_ca_start, time_ds_end):
self.screen.fill([0, 0, 0], ((0, 0), (self.window_size[0], 30)))
self._write_text((10, 5), "CA: " + "{0:.4f}".format(time_ca_end - time_ca_start) + "s")
self._write_text((310, 5), "Display: " + "{0:.4f}".format(time_ds_end - time_ca_end) + "s")
def _write_text(self, pos, text, color=(0, 255, 0)):
label = self.font.render(text, 1, color)
update_rect = self.screen.blit(label, pos)
pygame.display.update(update_rect)
def main_loop(self):
running = True
while running:
time_ca_start = time.time()
self._cellular_automaton.evolve_x_times(1)
time_ca_end = time.time()
self.ca_display._redraw_cellular_automaton()
time_ds_end = time.time()
self._print_process_duration(time_ca_end, time_ca_start, time_ds_end)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False

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@ -59,4 +59,4 @@ class CellularAutomaton:
active = self.evolution_rule.evolve_cell(cell_info[0], cell_info[1], self.iteration) active = self.evolution_rule.evolve_cell(cell_info[0], cell_info[1], self.iteration)
if active: if active:
self.grid.set_cells_active(cell_info[0] + cell_info[1]) self.grid.set_cells_active([cell_info[0]] + cell_info[1])