added cell state and display class
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0960991e47
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1042c2ae34
@ -7,6 +7,8 @@ import time
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from cellular_automaton.cellular_automaton import CellularAutomaton
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from cellular_automaton.cellular_automaton import CellularAutomaton
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from cellular_automaton.ca_rule import Rule
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from cellular_automaton.ca_rule import Rule
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from cellular_automaton.ca_neighborhood import MooreNeighborhood, EdgeRule
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from cellular_automaton.ca_neighborhood import MooreNeighborhood, EdgeRule
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from cellular_automaton.ca_display import PyGameFor2D
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from cellular_automaton.ca_cell_state import CellState
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class WorldGeneratorWindow:
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class WorldGeneratorWindow:
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@ -17,7 +19,7 @@ class WorldGeneratorWindow:
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pygame.init()
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pygame.init()
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pygame.display.set_caption("World Generator")
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pygame.display.set_caption("World Generator")
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self.screen = pygame.display.set_mode(self.grid_size)
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self.screen = pygame.display.set_mode(self.window_size)
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self._cellular_automaton = cellular_automaton
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self._cellular_automaton = cellular_automaton
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self.font = pygame.font.SysFont("monospace", 15)
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self.font = pygame.font.SysFont("monospace", 15)
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@ -78,25 +80,35 @@ class TestRule(Rule):
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def evolve_cell(self, cell, neighbors, iteration_index):
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def evolve_cell(self, cell, neighbors, iteration_index):
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active = False
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active = False
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last_iteration = iteration_index - 1
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last_iteration = iteration_index - 1
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if cell.get_status_for_iteration(last_iteration) is None:
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if cell.state is None:
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rand = random.randrange(0, 101, 1)
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rand = random.randrange(0, 101, 1)
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if rand <= 99:
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if rand <= 99:
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rand = 0
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cell.state = MyStatus(0)
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cell.set_status_for_iteration([rand], iteration_index)
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else:
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cell.set_status_for_iteration([rand], iteration_index + 1)
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cell.state = MyStatus(1)
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if rand != 0:
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active = True
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cell.set_for_redraw()
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cell.set_for_redraw()
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active = True
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elif len(neighbors) == 8:
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elif len(neighbors) == 8:
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left_neighbour_status = neighbors[3].get_status_for_iteration(last_iteration)
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left_neighbour_status = neighbors[3].state.get_status_of_iteration(last_iteration)
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active = cell.set_status_for_iteration(left_neighbour_status, iteration_index)
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active = cell.state.set_status_of_iteration(left_neighbour_status, iteration_index)
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if active:
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if active:
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cell.set_for_redraw()
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cell.set_for_redraw()
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return active
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return active
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class MyStatus(CellState):
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def __init__(self, initial_state):
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super().__init__(initial_state)
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def get_state_draw_color(self, iteration):
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red = 0
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if self._state[iteration % 2][0]:
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red = 255
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return [red, 0, 0]
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if __name__ == "__main__":
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if __name__ == "__main__":
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rule = TestRule()
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rule = TestRule()
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ca = CellularAutomaton([400, 400], MooreNeighborhood(EdgeRule.IGNORE_EDGE_CELLS), rule)
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ca = CellularAutomaton([400, 400], MooreNeighborhood(EdgeRule.IGNORE_EDGE_CELLS), rule)
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ca_window = WorldGeneratorWindow([1000, 730], ca)
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ca_window = PyGameFor2D([1000, 730], ca)
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ca_window.main_loop()
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ca_window.main_loop()
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@ -3,7 +3,7 @@ class Cell:
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self.name = name
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self.name = name
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self.coordinate = coordinate
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self.coordinate = coordinate
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self.neighbours = []
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self.neighbours = []
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self._status = [None, None]
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self.state = None
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self._dirty = False
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self._dirty = False
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def set_neighbours(self, neighbours: list):
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def set_neighbours(self, neighbours: list):
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@ -20,20 +20,3 @@ class Cell:
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def release_from_redraw(self):
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def release_from_redraw(self):
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self._dirty = False
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self._dirty = False
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def set_status_of_iteration(self, new_status, iteration):
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""" Will set the new status for the iteration modulo two.
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:param new_status: The new status to set.
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:param iteration: Uses the iteration index, to differ between current and next state.
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:return True if status has changed.
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"""
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self._status[iteration % 2] = new_status
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return self._status[0] != self._status[1]
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def get_status_of_iteration(self, iteration):
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""" Will return the status for the iteration modulo two.
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:param iteration: Uses the iteration index, to differ between current and next state.
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:return The status for this iteration.
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"""
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return self._status[iteration % 2]
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27
src/cellular_automaton/ca_cell_state.py
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27
src/cellular_automaton/ca_cell_state.py
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@ -0,0 +1,27 @@
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class CellState:
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"""
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This is the base class for all cell states.
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When using the cellular automaton display, inherit this class and implement get_state_draw_color.
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"""
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def __init__(self, initial_state):
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self._state = [[initial_state], [initial_state]]
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def set_status_of_iteration(self, new_status, iteration):
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""" Will set the new status for the iteration modulo two.
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:param new_status: The new status to set.
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:param iteration: Uses the iteration index, to differ between current and next state.
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:return True if status has changed.
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"""
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self._state[iteration % 2] = new_status
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return self._state[0] != self._state[1]
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def get_status_of_iteration(self, iteration):
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""" Will return the status for the iteration modulo two.
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:param iteration: Uses the iteration index, to differ between current and next state.
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:return The status for this iteration.
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"""
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return self._state[iteration % 2]
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def get_state_draw_color(self, iteration):
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raise NotImplementedError
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80
src/cellular_automaton/ca_display.py
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80
src/cellular_automaton/ca_display.py
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@ -0,0 +1,80 @@
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import pygame
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import time
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import operator
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from cellular_automaton.cellular_automaton import CellularAutomaton
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class DisplayFor2D:
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def __init__(self, grid_rect: list, cellular_automaton: CellularAutomaton, screen):
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self.grid_size = grid_rect[-2:]
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self.grid_pos = grid_rect[:2]
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self._cellular_automaton = cellular_automaton
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self.screen = screen
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self.cell_size = self._calculate_cell_display_size()
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self._surfaces_to_update = []
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def set_cellular_automaton(self, cellular_automaton):
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self._cellular_automaton = cellular_automaton
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def _redraw_cellular_automaton(self):
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for cell in self._cellular_automaton.grid.get_cells().values():
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self._redraw_cell(cell)
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pygame.display.update(self._surfaces_to_update)
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self._surfaces_to_update = []
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def _redraw_cell(self, cell):
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if cell.is_set_for_redrawing():
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cell_color = cell.state.get_state_draw_color(self._cellular_automaton.get_iteration_index())
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surface_pos = self._calculate_cell_position(cell)
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surface_pos = list(map(operator.add, surface_pos, self.grid_pos))
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self._surfaces_to_update.append(self.screen.fill(cell_color, (surface_pos, self.cell_size)))
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cell.release_from_redraw()
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def _calculate_cell_position(self, cell):
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return list(map(operator.mul, self.cell_size, cell.coordinate))
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def _calculate_cell_display_size(self):
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grid_dimension = self._cellular_automaton.grid.get_dimension()
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return list(map(operator.truediv, self.grid_size, grid_dimension))
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class PyGameFor2D:
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def __init__(self, windows_size: list, cellular_automaton: CellularAutomaton):
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self.window_size = windows_size
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self._cellular_automaton = cellular_automaton
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pygame.init()
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pygame.display.set_caption("Cellular Automaton")
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self.screen = pygame.display.set_mode(self.window_size)
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self.font = pygame.font.SysFont("monospace", 15)
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self.ca_display = DisplayFor2D([0, 30, windows_size[0], windows_size[1]-30], cellular_automaton, self.screen)
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def _print_process_duration(self, time_ca_end, time_ca_start, time_ds_end):
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self.screen.fill([0, 0, 0], ((0, 0), (self.window_size[0], 30)))
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self._write_text((10, 5), "CA: " + "{0:.4f}".format(time_ca_end - time_ca_start) + "s")
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self._write_text((310, 5), "Display: " + "{0:.4f}".format(time_ds_end - time_ca_end) + "s")
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def _write_text(self, pos, text, color=(0, 255, 0)):
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label = self.font.render(text, 1, color)
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update_rect = self.screen.blit(label, pos)
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pygame.display.update(update_rect)
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def main_loop(self):
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running = True
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while running:
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time_ca_start = time.time()
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self._cellular_automaton.evolve_x_times(1)
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time_ca_end = time.time()
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self.ca_display._redraw_cellular_automaton()
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time_ds_end = time.time()
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self._print_process_duration(time_ca_end, time_ca_start, time_ds_end)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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@ -59,4 +59,4 @@ class CellularAutomaton:
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active = self.evolution_rule.evolve_cell(cell_info[0], cell_info[1], self.iteration)
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active = self.evolution_rule.evolve_cell(cell_info[0], cell_info[1], self.iteration)
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if active:
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if active:
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self.grid.set_cells_active(cell_info[0] + cell_info[1])
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self.grid.set_cells_active([cell_info[0]] + cell_info[1])
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