Add second layer to renamed Simulate2Layers visualiser

This commit is contained in:
timofej 2023-08-16 23:24:07 +02:00
parent 0561c62467
commit 34794ffb7a
2 changed files with 20 additions and 14 deletions

View File

@ -18,4 +18,4 @@ limitations under the License.
from .neighborhood import Neighborhood, MooreNeighborhood, RadialNeighborhood, VonNeumannNeighborhood, \ from .neighborhood import Neighborhood, MooreNeighborhood, RadialNeighborhood, VonNeumannNeighborhood, \
HexagonalNeighborhood, EdgeRule HexagonalNeighborhood, EdgeRule
from .automaton import Neuropercolation, NeuropercolationCoupled from .automaton import Neuropercolation, NeuropercolationCoupled
from .display import CAWindow from .display import Simulate2Layers

View File

@ -33,7 +33,7 @@ class PygameEngine:
By initializing pygame lazy the dependency can be dropped. By initializing pygame lazy the dependency can be dropped.
""" """
def __init__(self, window_size, *args, **kwargs): def __init__(self, window_size, top, *args, **kwargs):
super().__init__(*args, **kwargs) super().__init__(*args, **kwargs)
import pygame import pygame
self._pygame = pygame self._pygame = pygame
@ -43,7 +43,7 @@ class PygameEngine:
self.__font = pygame.font.SysFont("monospace", 15) self.__font = pygame.font.SysFont("monospace", 15)
self._width = window_size[0] self._width = window_size[0]
self._height = window_size[1] self._height = window_size[1] + top
def write_text(self, pos, text, color=(0, 255, 0)): def write_text(self, pos, text, color=(0, 255, 0)):
label = self.__font.render(text, True, color) label = self.__font.render(text, True, color)
@ -63,7 +63,7 @@ class PygameEngine:
return True return True
class CAWindow: class Simulate2Layers:
def __init__(self, def __init__(self,
cellular_automaton: Neuropercolation, cellular_automaton: Neuropercolation,
window_size=(1000, 800), window_size=(1000, 800),
@ -82,9 +82,9 @@ class CAWindow:
""" """
super().__init__(*args, **kwargs) super().__init__(*args, **kwargs)
self._cellular_automaton = cellular_automaton self._cellular_automaton = cellular_automaton
self.__rect = _Rect(left=0, top=30, width=window_size[0], height=window_size[1] - 30) self.__rect = _Rect(left=0, top=30, width=window_size[0], height=window_size[1])
self.__calculate_cell_display_size(stretch_cells) self.__calculate_cell_display_size(stretch_cells)
self.__draw_engine = PygameEngine(window_size) if draw_engine is None else draw_engine self.__draw_engine = PygameEngine(window_size, self.__rect.top) if draw_engine is None else draw_engine
self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
def run(self, def run(self,
@ -125,11 +125,11 @@ class CAWindow:
def __calculate_cell_display_size(self, stretch_cells): # pragma: no cover def __calculate_cell_display_size(self, stretch_cells): # pragma: no cover
grid_dimension = self._cellular_automaton.dimension grid_dimension = self._cellular_automaton.dimension
if stretch_cells: if stretch_cells:
self.__cell_size = [self.__rect.width / grid_dimension[0], self.__cell_size = [(self.__rect.width) / (grid_dimension[0]),
self.__rect.height / grid_dimension[1]] (self.__rect.height) / (grid_dimension[1]*2)]
else: else:
self.__cell_size = [int(self.__rect.width / grid_dimension[0]), self.__cell_size = [int((self.__rect.width) / (grid_dimension[0])),
int(self.__rect.height / grid_dimension[1])] int((self.__rect.height) / (grid_dimension[1]*2))]
def _redraw_dirty_cells(self): def _redraw_dirty_cells(self):
self.__draw_engine.update_rectangles(list(self.__redraw_dirty_cells())) self.__draw_engine.update_rectangles(list(self.__redraw_dirty_cells()))
@ -141,21 +141,27 @@ class CAWindow:
def __redraw_cell(self, cell, coordinate): def __redraw_cell(self, cell, coordinate):
cell_color = self.__state_to_color(cell.state) cell_color = self.__state_to_color(cell.state)
if coordinate[2]==1:
cell_color = cell_color[::-1]
cell_pos = self.__calculate_cell_position_in_the_grid(coordinate) cell_pos = self.__calculate_cell_position_in_the_grid(coordinate)
surface_pos = self.__calculate_cell_position_on_screen(cell_pos) surface_pos = self.__calculate_cell_position_on_screen(cell_pos)
cell.is_dirty = False cell.is_dirty = False
return self.__draw_cell_surface(surface_pos, cell_color) return self.__draw_cell_surface(surface_pos, cell_color)
def _get_cell_color(self, current_state: Sequence) -> Sequence: def _get_cell_color(self, current_state: Sequence) -> Sequence:
""" Returns the color of the cell depending on its current state """ """ Returns the color of the cell depending on its current state """
return 255 if current_state[0] else 0, 0, 0 return 255 if current_state[0] else 0, 0, 0
def __calculate_cell_position_in_the_grid(self, coordinate): def __calculate_cell_position_in_the_grid(self, coord):
return list(map(operator.mul, self.__cell_size, coordinate)) return list(map(operator.add,
map(operator.mul,
self.__cell_size,
coord[:2]),
[0,(self.__rect.height/2+4)*(coord[2])]))
def __calculate_cell_position_on_screen(self, cell_pos): def __calculate_cell_position_on_screen(self, cell_pos):
return [self.__rect.left + cell_pos[0], self.__rect.top + cell_pos[1]] return [self.__rect.left + cell_pos[0], self.__rect.top + cell_pos[1]]
def __draw_cell_surface(self, surface_pos, cell_color): def __draw_cell_surface(self, surface_pos, cell_color):
return self.__draw_engine.fill_surface_with_color((surface_pos, self.__cell_size), cell_color) return self.__draw_engine.fill_surface_with_color((surface_pos, self.__cell_size), cell_color)