sand/main.py

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#!/usr/bin/python3
import pygame
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from button import *
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import copy
import random
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pygame.init()
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## funktionen
def get_debug_text():
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def text(text, line_counter):
debug_text = default_font.render(str(text), True, (255, 255, 255))
screen.blit(debug_text, (0, line_counter * default_font.get_height()))
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line_counter = 1
globalvars = globals()
for a in globalvars:
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text(f"{str(a)} = {str(globalvars[a])}", line_counter)
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line_counter += 1
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def centered_text(text=str, pos=tuple, color=tuple):
text = default_font.render(str(text), True, color, (255, 255, 255))
screen.blit(text, (pos[0] - text.get_width() / 2, pos[1]))
def draw_feld(feld, color_key, block_size):
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for a in range(len(feld[0])):
for b in range(len(feld)):
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if feld[b][a] != " ":
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pygame.draw.rect(
screen,
color_key[feld[b][a]],
(a * block_size, b * block_size, block_size, block_size),
)
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def finde_nachbarn(matrix, x, y):
feldx, feldy = len(feld[0]), len(feld)
over = (y - 1) % feldy , x % feldx
overr = (y - 1) % feldy , (x + 1) % feldx
overl = (y - 1) % feldy , (x - 1) % feldx
r = y , (x + 1) % feldx
l = y , (x - 1) % feldx
bellow = (y + 1) % feldy , x % feldx
bellowr = (y + 1) % feldy , (x + 1) % feldx
bellowl = (y + 1) % feldy , (x - 1) % feldx
return [overl,over, overr, r, l, bellowl, bellow, bellowr]
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def verarbeite_feld(feld):
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feldx, feldy = len(feld[0]), len(feld) # bekomme feld größe
feld2 = copy.deepcopy(feld) # mache neue kopie
for y in range(feldy): # spalte
for x in range(feldx): # zeile
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poschar = feld[y][x]
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if poschar == "a": # fals aktuelles checkendes element = "a"
# bekomme alle benötigten nachtbaren
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nachtbaren = finde_nachbarn(feld, x ,y)
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bellow = feld[nachtbaren[6][0]][nachtbaren[6][1]]
bellowr = feld[nachtbaren[7][0]][nachtbaren[7][1]]
bellowl = feld[nachtbaren[5][0]][nachtbaren[5][1]]
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direction = random.choice([-1, 1]) # Zufällige Auswahl der Richtung
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if bellow == " " and not bellow == "#": # checke unten
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feld2[y][x] = feld[(y + 1) % feldy][x]
feld2[(y + 1) % feldy][x] = feld[y][x]
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elif bellowr == " " and not bellowr == "#" and direction == 1: # checke unten rechts fals richtung nach rechts
feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx] # tausche in kopie aktuelle position mit "a"
feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x] # tausche in kopie neue position mit bevorigen element
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elif bellowl == " " and not bellowl == "#" and direction == -1: # checke unten links fals richtung nach links
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feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
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return feld2 # gib kopie zurück
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## Funktion zum Verarbeiten des Feldes
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def make_feld(size, mode):
x = screensize[0] // size
y = screensize[1] // size
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feld = [[" " for _ in range(x)] for _ in range(y)]
if mode == "border":
for x in range(x):
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feld[y - 1][x] = "#"
return feld, x, y
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def remake_feld():
global feld,feldx,feldy
feld, feldx, feldy = make_feld(pixelsize, display_mode)
for i, button in enumerate(buttons):
i += 1
button.pos = (screensize[0] - 70, button_abstandy * i)
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## klassen
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## variablen
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screen = pygame.display.set_mode((800, 500), pygame.RESIZABLE)
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pygame.display.set_caption("SAND")
screensize = pygame.display.get_window_size()
clock = pygame.time.Clock()
default_font = pygame.font.SysFont("sans", 14)
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display_mode = "border" # loop oder border # durchfallen oder mit boden
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feld, feldx, feldy = make_feld(20, display_mode)
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using_element = "a"
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pixelsize = 20 # größe eines pixels
button_abstandy = 30 # abstand von buttons
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buttons = [
Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 25, 25, "\/"),
Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Debug"),
Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Reset"),
Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Element"),
Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Zoom +"),
Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 100, 25, "Zoom -"),
]
buttona = {"dropdown": 0, "debug": 1, "reset": 2, "element": 3, "plus": 4, "minus": 5}
for i, button in enumerate(buttons):
i += 1
button.pos = (screensize[0] - 70, button_abstandy * i)
buttonhovered = [False, False, False, False, False, False]
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buttons_to_render = 6 # button begrenzung
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dropdown = True
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before_buttonhovered = False
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key_counter = 0
pressed_keys = pygame.key.get_pressed()
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show_debug = False
running = True
if __name__ == "__main__":
while running:
## key managment
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key_counter += 1
if key_counter == 5:
key_counter = 0
pressed_keys = pygame.key.get_pressed()
if True in pressed_keys:
if pressed_keys[pygame.K_ESCAPE]:
exit()
if pressed_keys[pygame.K_PLUS] and not before_pressed_keys[pygame.K_PLUS]:
pixelsize += 2
remake_feld()
if pressed_keys[pygame.K_MINUS] and not before_pressed_keys[pygame.K_MINUS]:
pixelsize -= 2
remake_feld()
if pressed_keys[pygame.K_d] and not before_pressed_keys[pygame.K_d]:
show_debug = not show_debug
if pressed_keys[pygame.K_SPACE] and not before_pressed_keys[pygame.K_SPACE]:
if using_element == "a":
using_element = "#"
else:
using_element = "a"
if pressed_keys[pygame.K_r] and not before_pressed_keys[pygame.K_r]:
if display_mode == "border":
display_mode = "loop"
else:
display_mode = "border"
remake_feld()
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## event managment
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if event.type == pygame.WINDOWRESIZED:
screensize = pygame.display.get_window_size()
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remake_feld()
color_key = {"#": (100, 100, 100), "a": (200,200,80)} # element:farbe
draw_feld(feld, color_key, pixelsize) # male feld mit color_key
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mx, my = pygame.mouse.get_pos()
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mousepressed = pygame.mouse.get_pressed()[0]
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for button in buttons[:buttons_to_render]: # male jeden button
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button.draw()
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if mousepressed:
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for i, button in enumerate(buttons[:buttons_to_render]):
# checke alle button ob die maus auf einen ist und schreibe es in die liste buttonhovered
if button.check_hovered((mx, my)):
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buttonhovered[i] = True
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else:
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buttonhovered[i] = False
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if not True in buttonhovered: # wenn nicht maus über button
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feld[my // pixelsize][mx // pixelsize] = using_element
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if mousepressed and not before_mousepressed: # einmalklick von maus erfassen
if buttonhovered[buttona["dropdown"]]: # falls button "dropdown" mit index von buttona = True
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dropdown = not dropdown
if dropdown:
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buttons_to_render = len(buttons) # dropdown menü begrenzen indem man nicht alle buttons verarbeitet
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buttons[buttona["dropdown"]].text = "\/"
else:
buttons_to_render = 1
buttons[buttona["dropdown"]].text = "/\\"
if buttonhovered[buttona["debug"]]:
show_debug = not show_debug
if buttonhovered[buttona["reset"]]:
if display_mode == "border":
display_mode = "loop"
else:
display_mode = "border"
feld, feldx, feldy = make_feld(pixelsize, display_mode)
if buttonhovered[buttona["plus"]]:
pixelsize += 2
feld, feldx, feldy = make_feld(pixelsize, display_mode)
if buttonhovered[buttona["minus"]]:
pixelsize -= 2
feld, feldx, feldy = make_feld(pixelsize, display_mode)
if buttonhovered[buttona["element"]]:
if using_element == "a":
using_element = "#"
else:
using_element = "a"
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before_buttonhovered = buttonhovered # bevorige maus und button hover daten erfassen
before_mousepressed = mousepressed
before_pressed_keys = pressed_keys
feld = verarbeite_feld(feld) # feld neu machen
if show_debug: # debug text zeichnen
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get_debug_text()
## bildschirm aktuallisierung
pygame.display.flip()
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clock.tick(60)
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screen.fill((0, 0, 0))