#!/usr/bin/python3 import pygame from button import * import copy import random pygame.init() ## funktionen def get_debug_text(): 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())) line_counter = 1 globalvars = globals() for a in globalvars: text(f"{str(a)} = {str(globalvars[a])}", line_counter) line_counter += 1 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): for a in range(len(feld[0])): for b in range(len(feld)): if feld[b][a] != " ": pygame.draw.rect( screen, color_key[feld[b][a]], (a * block_size, b * block_size, block_size, block_size), ) def verarbeite_feld(feld): 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 poschar = feld[y][x] if poschar == "a": # fals aktuelles checkendes element = "a" # bekomme alle benötigten nachtbaren bellow = feld[(y + 1) % feldy][x] bellowr = feld2[(y + 1) % feldy][(x + 1) % feldx] bellowl = feld2[(y + 1) % feldy][(x - 1) % feldx] direction = random.choice([-1, 1]) # Zufällige Auswahl der Richtung if bellow == " " and not bellow == "#": # checke unten feld2[y][x] = feld[(y + 1) % feldy][x] feld2[(y + 1) % feldy][x] = feld[y][x] 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 elif bellowl == " " and not bellowl == "#" and direction == -1: # checke unten links fals richtung nach links feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx] feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x] return feld2 # gib kopie zurück def make_feld(size, mode): x = screensize[0] // size y = screensize[1] // size feld = [[" " for _ in range(x)] for _ in range(y)] if mode == "border": for x in range(x): feld[y - 1][x] = "#" return feld, x, y 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) ## klassen ## variablen screen = pygame.display.set_mode((800, 500), pygame.RESIZABLE) pygame.display.set_caption("SAND") screensize = pygame.display.get_window_size() clock = pygame.time.Clock() default_font = pygame.font.SysFont("sans", 14) display_mode = "border" # loop oder border # durchfallen oder mit boden feld, feldx, feldy = make_feld(20, display_mode) using_element = "a" pixelsize = 20 # größe eines pixels button_abstandy = 30 # abstand von buttons 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] buttons_to_render = 6 # button begrenzung dropdown = True before_buttonhovered = False key_counter = 0 pressed_keys = pygame.key.get_pressed() show_debug = False running = True if __name__ == "__main__": while running: ## key managment 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() ## 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() remake_feld() color_key = {"#": (100, 100, 100), "a": (200,200,80)} # element:farbe draw_feld(feld, color_key, pixelsize) # male feld mit color_key mx, my = pygame.mouse.get_pos() mousepressed = pygame.mouse.get_pressed()[0] for button in buttons[:buttons_to_render]: # male jeden button button.draw() if mousepressed: 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)): buttonhovered[i] = True else: buttonhovered[i] = False if not True in buttonhovered: # wenn nicht maus über button feld[my // pixelsize][mx // pixelsize] = using_element if mousepressed and not before_mousepressed: # einmalklick von maus erfassen if buttonhovered[buttona["dropdown"]]: # falls button "dropdown" mit index von buttona = True dropdown = not dropdown if dropdown: buttons_to_render = len(buttons) # dropdown menü begrenzen indem man nicht alle buttons verarbeitet 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" 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 get_debug_text() ## bildschirm aktuallisierung pygame.display.flip() clock.tick(60) screen.fill((0, 0, 0))