Use pygame built-in is_active() function and del save_states option
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8430d735e7
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@ -106,8 +106,7 @@ class Simulate1Layer:
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def run(self,
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def run(self,
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evolutions_per_second=0,
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evolutions_per_second=0,
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evolutions_per_draw=1,
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evolutions_per_draw=1,
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last_evolution_step=0,
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last_evolution_step=0):
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save_states=True):
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"""
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"""
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Evolves and draws the CellularAutomaton
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Evolves and draws the CellularAutomaton
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:param evolutions_per_second: 0 = as fast as possible | > 0 to slow down the CellularAutomaton
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:param evolutions_per_second: 0 = as fast as possible | > 0 to slow down the CellularAutomaton
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@ -118,7 +117,7 @@ class Simulate1Layer:
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self._track()
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self._track()
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with contextlib.suppress(KeyboardInterrupt):
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with contextlib.suppress(KeyboardInterrupt):
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while self.__active and self._not_at_the_end(last_evolution_step):
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while self.__draw_engine.is_active() and self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._track()
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self._track()
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@ -132,10 +131,6 @@ class Simulate1Layer:
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runlendig=len(str(last_evolution_step)))
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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for event in self.__draw_engine._pygame.event.get():
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if event.type == self.__draw_engine._pygame.QUIT:
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self.__active = False
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if self.__draw_engine is not None:
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if self.__draw_engine is not None:
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try:
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try:
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self.__draw_engine._pygame.quit()
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self.__draw_engine._pygame.quit()
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@ -280,8 +275,7 @@ class Simulate2Layers:
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def run(self,
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def run(self,
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evolutions_per_second=0,
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evolutions_per_second=0,
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evolutions_per_draw=1,
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evolutions_per_draw=1,
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last_evolution_step=0,
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last_evolution_step=0):
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save_states=True):
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"""
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"""
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Evolves and draws the CellularAutomaton
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Evolves and draws the CellularAutomaton
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:param evolutions_per_second: 0 = as fast as possible | > 0 to slow down the CellularAutomaton
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:param evolutions_per_second: 0 = as fast as possible | > 0 to slow down the CellularAutomaton
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@ -291,7 +285,7 @@ class Simulate2Layers:
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"""
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"""
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self._track()
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self._track()
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with contextlib.suppress(KeyboardInterrupt):
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with contextlib.suppress(KeyboardInterrupt):
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while self.__active and self._not_at_the_end(last_evolution_step):
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while self.__draw_engine.is_active() and self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._track()
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self._track()
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@ -305,10 +299,6 @@ class Simulate2Layers:
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runlendig=len(str(last_evolution_step)))
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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for event in self.__draw_engine._pygame.event.get():
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if event.type == self.__draw_engine._pygame.QUIT:
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self.__active = False
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if self.__draw_engine is not None:
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if self.__draw_engine is not None:
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try:
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try:
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self.__draw_engine._pygame.quit()
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self.__draw_engine._pygame.quit()
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@ -459,8 +449,7 @@ class Simulate4Layers:
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def run(self,
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def run(self,
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evolutions_per_second=0,
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evolutions_per_second=0,
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evolutions_per_draw=1,
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evolutions_per_draw=1,
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last_evolution_step=0,
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last_evolution_step=0):
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save_states=True):
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"""
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"""
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Evolves and draws the CellularAutomaton
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Evolves and draws the CellularAutomaton
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:param evolutions_per_second: 0 = as fast as possible | > 0 to slow down the CellularAutomaton
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:param evolutions_per_second: 0 = as fast as possible | > 0 to slow down the CellularAutomaton
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@ -470,7 +459,7 @@ class Simulate4Layers:
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"""
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"""
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with contextlib.suppress(KeyboardInterrupt):
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with contextlib.suppress(KeyboardInterrupt):
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self._track()
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self._track()
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while self.__active and self._not_at_the_end(last_evolution_step):
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while self.__draw_engine.is_active() and self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._track()
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self._track()
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@ -484,9 +473,6 @@ class Simulate4Layers:
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runlendig=len(str(last_evolution_step)))
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runlendig=len(str(last_evolution_step)))
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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self._sleep_to_keep_rate(time.time() - time_ca_start, evolutions_per_second)
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for event in self.__draw_engine._pygame.event.get():
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if event.type == self.__draw_engine._pygame.QUIT:
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self.__active = False
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if self.__draw_engine is not None:
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if self.__draw_engine is not None:
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try:
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try:
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self.__draw_engine._pygame.quit()
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self.__draw_engine._pygame.quit()
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