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9 changed files with 193 additions and 1021 deletions

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@ -19,10 +19,10 @@ jobs:
run: uv python install
- name: Install the project
run: uv sync --locked --all-extras --dev --link-mode=copy
run: uv sync --locked --all-extras --dev
- name: Run tests
run: PYTHONPATH=$(pwd) uv run pytest tests --junit-xml=pytest-results.xml
run: uv run pytest tests --junit-xml=pytest-results.xml
- name: Upload test results
if: always()
@ -34,4 +34,4 @@ jobs:
- name: Print test summary
if: always()
run: PYTHONPATH=$(pwd) uv run pytest tests --tb=short || true
run: uv run pytest tests --tb=short || true

View File

@ -19,4 +19,12 @@ repos:
hooks:
# Compile requirements
- id: pip-compile
args: [ pyproject.toml, -o, requirements.txt ]
args: [ pyproject.toml, -o, requirements.txt ]
- repo: https://github.com/astral-sh/ruff-pre-commit
# Ruff version.
rev: v0.11.12
hooks:
# Run the linter.
- id: ruff
# Run the formatter.
- id: ruff-format

362
main.py
View File

@ -5,7 +5,6 @@ import random
from world.world import World, Position
from world.render_objects import DebugRenderObject, FoodObject
from world.simulation_interface import Camera
# Initialize Pygame
pygame.init()
@ -25,12 +24,106 @@ GRID_WIDTH = 20 # Number of cells horizontally
GRID_HEIGHT = 15 # Number of cells vertically
CELL_SIZE = 20 # Size of each cell in pixels
DEFAULT_TPS = 20 # Number of ticks per second for the simulation
FOOD_SPAWNING = True
DEFAULT_TPS = 20 # Amount of ticks per second for the simulation
class Camera:
def __init__(self):
self.x = 0
self.y = 0
self.target_x = 0
self.target_y = 0
self.zoom = 1.0
self.target_zoom = 1.0
self.smoothing = 0.15 # Higher = more responsive, lower = more smooth
self.speed = SPEED
self.zoom_smoothing = 0.10
self.is_panning = False
self.last_mouse_pos = None
def update(self, keys, deltatime):
# Update target position based on input
if keys[pygame.K_w]:
self.target_y -= self.speed * deltatime / self.zoom
if keys[pygame.K_s]:
self.target_y += self.speed * deltatime / self.zoom
if keys[pygame.K_a]:
self.target_x -= self.speed * deltatime / self.zoom
if keys[pygame.K_d]:
self.target_x += self.speed * deltatime / self.zoom
if keys[pygame.K_r]:
self.target_x = 0
self.target_y = 0
# Smooth camera movement with drift
smoothing_factor = 1 - pow(
1 - self.smoothing, deltatime * 60
) # Adjust smoothing based on deltatime
self.x += (self.target_x - self.x) * smoothing_factor
self.y += (self.target_y - self.y) * smoothing_factor
# Smooth zoom
zoom_smoothing_factor = 1 - pow(1 - self.zoom_smoothing, deltatime * 60)
self.zoom += (self.target_zoom - self.zoom) * zoom_smoothing_factor
def handle_zoom(self, zoom_delta):
# Zoom in/out with mouse wheel
zoom_factor = 1.1
if zoom_delta > 0: # Zoom in
self.target_zoom *= zoom_factor
elif zoom_delta < 0: # Zoom out
self.target_zoom /= zoom_factor
# Clamp zoom levels
self.target_zoom = max(0.1, min(5.0, self.target_zoom))
def start_panning(self, mouse_pos):
self.is_panning = True
self.last_mouse_pos = mouse_pos
def stop_panning(self):
self.is_panning = False
self.last_mouse_pos = None
def pan(self, mouse_pos):
if self.is_panning and self.last_mouse_pos:
dx = mouse_pos[0] - self.last_mouse_pos[0]
dy = mouse_pos[1] - self.last_mouse_pos[1]
self.x -= dx / self.zoom
self.y -= dy / self.zoom
self.target_x = self.x # Sync target position with actual position
self.target_y = self.y
self.last_mouse_pos = mouse_pos
def get_real_coordinates(self, screen_x, screen_y):
# Convert screen coordinates to world coordinates
world_x = (screen_x - SCREEN_WIDTH // 2 + self.x * self.zoom) / self.zoom
world_y = (screen_y - SCREEN_HEIGHT // 2 + self.y * self.zoom) / self.zoom
return world_x, world_y
def is_in_view(self, obj_x, obj_y, margin=0):
half_w = (SCREEN_WIDTH + (RENDER_BUFFER * self.zoom)) / (2 * self.zoom)
half_h = (SCREEN_HEIGHT + (RENDER_BUFFER * self.zoom)) / (2 * self.zoom)
cam_left = self.x - half_w
cam_right = self.x + half_w
cam_top = self.y - half_h
cam_bottom = self.y + half_h
return (cam_left - margin <= obj_x <= cam_right + margin and
cam_top - margin <= obj_y <= cam_bottom + margin)
def world_to_screen(self, obj_x, obj_y):
screen_x = (obj_x - self.x) * self.zoom + SCREEN_WIDTH // 2
screen_y = (obj_y - self.y) * self.zoom + SCREEN_HEIGHT // 2
return int(screen_x), int(screen_y)
def get_relative_size(self, world_size):
# Converts a world size (e.g., radius or width/height) to screen pixels
return int(world_size * self.zoom)
def draw_grid(screen, camera, showing_grid=True):
# Fill the screen with black
# Fill screen with black
screen.fill(BLACK)
# Calculate effective cell size with zoom
@ -107,17 +200,13 @@ def draw_grid(screen, camera, showing_grid=True):
for start, end in horizontal_lines:
pygame.draw.line(screen, GRAY, start, end)
def main():
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), vsync=1)
pygame.display.set_caption("Dynamic Abstraction System Testing")
clock = pygame.time.Clock()
camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, RENDER_BUFFER)
camera = Camera()
is_showing_grid = True # Flag to control grid visibility
show_interaction_radius = False # Flag to control interaction radius visibility
showing_legend = False # Flag to control legend visibility
is_paused = False # Flag to control simulation pause state
font = pygame.font.Font("freesansbold.ttf", 16)
@ -126,13 +215,6 @@ def main():
last_tps_time = time.perf_counter() # Tracks the last TPS calculation time
tick_counter = 0 # Counts ticks executed
actual_tps = 0 # Stores the calculated TPS
total_ticks = 0 # Total ticks executed
# Selection state
selecting = False
select_start = None # (screen_x, screen_y)
select_end = None # (screen_x, screen_y)
selected_objects = []
print("Controls:")
print("WASD - Move camera")
@ -142,16 +224,13 @@ def main():
print("ESC or close window - Exit")
# Initialize world
world = World(CELL_SIZE, (CELL_SIZE * GRID_WIDTH, CELL_SIZE * GRID_HEIGHT))
world = World()
world.add_object(DebugRenderObject(Position(x=0, y=0)))
world.add_object(DebugRenderObject(Position(x=20, y=0)))
world.add_object(DebugRenderObject(Position(0,0)))
# sets seed to 67 >_<
# setting the seed to 67 >_<
random.seed(67)
world.add_object(FoodObject(Position(x=random.randint(-100, 100), y=random.randint(-100, 100))))
running = True
while running:
deltatime = clock.get_time() / 1000.0 # Convert milliseconds to seconds
@ -162,10 +241,7 @@ def main():
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if len(selected_objects) == 0:
running = False
selecting = False
selected_objects = []
running = False
if event.key == pygame.K_g:
is_showing_grid = not is_showing_grid
if event.key == pygame.K_UP:
@ -174,152 +250,54 @@ def main():
if event.key == pygame.K_DOWN:
if camera.speed > 350:
camera.speed -= 350
if event.key == pygame.K_i:
show_interaction_radius = not show_interaction_radius
if event.key == pygame.K_l:
showing_legend = not showing_legend
if event.key == pygame.K_SPACE:
is_paused = not is_paused
elif event.type == pygame.MOUSEWHEEL:
camera.handle_zoom(event.y)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 2: # Middle mouse button
camera.start_panning(event.pos)
elif event.button == 1: # Left mouse button
selecting = True
select_start = event.pos
select_end = event.pos
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 2:
if event.button == 2: # Middle mouse button
camera.stop_panning()
elif event.button == 1 and selecting:
selecting = False
# Convert screen to world coordinates
x1, y1 = camera.get_real_coordinates(*select_start)
x2, y2 = camera.get_real_coordinates(*select_end)
# If the selection rectangle is very small, treat as a click
if (
abs(select_start[0] - select_end[0]) < 3
and abs(select_start[1] - select_end[1]) < 3
):
# Single click: select closest object if in range
mouse_world_x, mouse_world_y = camera.get_real_coordinates(
*select_start
)
obj = world.query_closest_object(mouse_world_x, mouse_world_y)
selected_objects = []
if obj:
obj_x, obj_y = obj.position.get_position()
# Calculate distance in world coordinates
dx = obj_x - mouse_world_x
dy = obj_y - mouse_world_y
dist = (dx ** 2 + dy ** 2) ** 0.5
if dist <= obj.max_visual_width / 2:
selected_objects = [obj]
print(f"Clicked: selected {len(selected_objects)} object(s)")
else:
# Drag select: select all in rectangle
min_x, max_x = min(x1, x2), max(x1, x2)
min_y, max_y = min(y1, y2), max(y1, y2)
selected_objects = world.query_objects_in_range(
min_x, min_y, max_x, max_y
)
print(
f"Selected {len(selected_objects)} objects in range: {min_x}, {min_y} to {max_x}, {max_y}"
)
elif event.type == pygame.MOUSEMOTION:
camera.pan(event.pos)
if selecting:
select_end = event.pos
if not is_paused:
# Tick logic (runs every tick interval)
current_time = time.perf_counter()
while current_time - last_tick_time >= tick_interval:
last_tick_time += tick_interval
tick_counter += 1
total_ticks += 1
# gets every object in the world and returns amount of FoodObjects
objects = world.get_objects()
food = len([obj for obj in objects if isinstance(obj, FoodObject)])
# if food < 10 and FOOD_SPAWNING == True:
# world.add_object(FoodObject(Position(x=random.randint(-100, 100), y=random.randint(-100, 100))))
# ensure selected objects are still valid or have not changed position, if so, reselect them
selected_objects = [
obj for obj in selected_objects if obj in world.get_objects()
]
world.tick_all()
# Calculate TPS every second
if current_time - last_tps_time >= 1.0:
actual_tps = tick_counter
tick_counter = 0
last_tps_time += 1.0
else:
last_tick_time = time.perf_counter()
last_tps_time = time.perf_counter()
# Get pressed keys for smooth movement
keys = pygame.key.get_pressed()
camera.update(keys, deltatime)
# Tick logic (runs every tick interval)
current_time = time.perf_counter()
while current_time - last_tick_time >= tick_interval:
last_tick_time += tick_interval
tick_counter += 1
# Add your tick-specific logic here
print("Tick logic executed")
world.tick_all()
# gets every object in the world and returns amount of FoodObjects
objects = world.get_objects()
food = len([obj for obj in objects if isinstance(obj, FoodObject)])
print(f"Food count: {food}")
if food < 10:
for i in range(10 - food):
world.add_object(FoodObject(Position(random.randint(-200, 200), random.randint(-200, 200))))
# Calculate TPS every second
if current_time - last_tps_time >= 1.0:
actual_tps = tick_counter
tick_counter = 0
last_tps_time += 1.0
# Draw the reference grid
draw_grid(screen, camera, is_showing_grid)
# Render everything in the world
world.render_all(camera, screen)
if show_interaction_radius:
for obj in world.get_objects():
obj_x, obj_y = obj.position.get_position()
radius = obj.interaction_radius
if radius > 0 and camera.is_in_view(obj_x, obj_y, margin=radius):
screen_x, screen_y = camera.world_to_screen(obj_x, obj_y)
screen_radius = int(radius * camera.zoom)
if screen_radius > 0:
pygame.draw.circle(
screen,
(255, 0, 0), # Red
(screen_x, screen_y),
screen_radius,
1 # 1 pixel thick
)
# Draw selection rectangle if selecting
if selecting and select_start and select_end:
rect_color = (128, 128, 128, 80) # Gray, semi-transparent
border_color = (80, 80, 90) # Slightly darker gray for border
left = min(select_start[0], select_end[0])
top = min(select_start[1], select_end[1])
width = abs(select_end[0] - select_start[0])
height = abs(select_end[1] - select_start[1])
s = pygame.Surface((width, height), pygame.SRCALPHA)
s.fill(rect_color)
screen.blit(s, (left, top))
# Draw 1-pixel border
pygame.draw.rect(
screen, border_color, pygame.Rect(left, top, width, height), 1
)
# Draw blue outline for selected objects
for obj in selected_objects:
obj_x, obj_y = obj.position.get_position()
width = obj.max_visual_width if hasattr(obj, "max_visual_width") else 10
screen_x, screen_y = camera.world_to_screen(obj_x, obj_y)
size = camera.get_relative_size(width)
rect = pygame.Rect(screen_x - size // 2, screen_y - size // 2, size, size)
pygame.draw.rect(screen, (0, 128, 255), rect, 1) # Blue, 1px wide
# Render mouse position as text in top left of screen
mouse_x, mouse_y = camera.get_real_coordinates(*pygame.mouse.get_pos())
mouse_text = font.render(f"Mouse: ({mouse_x:.2f}, {mouse_y:.2f})", True, WHITE)
mouse_text = font.render(f"Mouse: ({mouse_x}, {mouse_y})", True, WHITE)
text_rect = mouse_text.get_rect()
text_rect.topleft = (10, 10)
screen.blit(mouse_text, text_rect)
@ -336,87 +314,11 @@ def main():
tps_rect.bottomright = (SCREEN_WIDTH - 10, SCREEN_HEIGHT - 10)
screen.blit(tps_text, tps_rect)
# Render tick count in bottom left
tick_text = font.render(f"Ticks: {total_ticks}", True, WHITE)
tick_rect = tick_text.get_rect()
tick_rect.bottomleft = (10, SCREEN_HEIGHT - 10)
screen.blit(tick_text, tick_rect)
if len(selected_objects) >= 1:
i = 0
for each in selected_objects:
obj = each
obj_text = font.render(
f"Object: {str(obj)}", True, WHITE
)
obj_rect = obj_text.get_rect()
obj_rect.topleft = (10, 30 + i * 20)
screen.blit(obj_text, obj_rect)
i += 1
legend_font = pygame.font.Font("freesansbold.ttf", 14)
keymap_legend = [
("WASD", "Move camera"),
("Mouse wheel", "Zoom in/out"),
("Middle mouse", "Pan camera"),
("R", "Reset camera"),
("G", "Toggle grid"),
("I", "Toggle interaction radius"),
("ESC", "Deselect/Exit"),
("Left click", "Select object(s)"),
("Drag select", "Select multiple objects"),
("Click on object", "Select closest object in range"),
("Up/Down", "Increase/Decrease camera speed"),
("L", "Toggle this legend"),
("Space", "Pause/Resume simulation"),
]
if showing_legend:
# Split into two columns
mid = (len(keymap_legend) + 1) // 2
left_col = keymap_legend[:mid]
right_col = keymap_legend[mid:]
legend_font_height = legend_font.get_height()
column_gap = 40 # Space between columns
# Calculate max width for each column
left_width = max(legend_font.size(f"{k}: {v}")[0] for k, v in left_col)
right_width = max(legend_font.size(f"{k}: {v}")[0] for k, v in right_col)
legend_width = left_width + right_width + column_gap
legend_height = max(len(left_col), len(right_col)) * legend_font_height + 10
legend_x = (SCREEN_WIDTH - legend_width) // 2
legend_y = SCREEN_HEIGHT - legend_height - 10
# Draw left column
for i, (key, desc) in enumerate(left_col):
text = legend_font.render(f"{key}: {desc}", True, WHITE)
text_rect = text.get_rect()
text_rect.left = legend_x
text_rect.top = legend_y + 5 + i * legend_font_height
screen.blit(text, text_rect)
# Draw right column
for i, (key, desc) in enumerate(right_col):
text = legend_font.render(f"{key}: {desc}", True, WHITE)
text_rect = text.get_rect()
text_rect.left = legend_x + left_width + column_gap
text_rect.top = legend_y + 5 + i * legend_font_height
screen.blit(text, text_rect)
else:
# just show l to toggle legend
legend_text = legend_font.render("Press 'L' to show controls", True, WHITE)
legend_rect = legend_text.get_rect()
legend_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT - 20)
screen.blit(legend_text, legend_rect)
if is_paused:
pause_text = font.render("Press 'Space' to unpause", True, WHITE)
pause_rect = pause_text.get_rect()
pause_rect.center = (SCREEN_WIDTH // 2, 20)
screen.blit(pause_text, pause_rect)
# Render camera position and speed in bottom left
cam_text = font.render(f"Camera: ({camera.x:.2f}, {camera.y:.2f}), Speed: {camera.speed:.2f}", True, WHITE)
cam_rect = cam_text.get_rect()
cam_rect.bottomleft = (10, SCREEN_HEIGHT - 10)
screen.blit(cam_text, cam_rect)
# Update display
pygame.display.flip()

View File

@ -5,7 +5,6 @@ description = "Add your description here"
requires-python = ">=3.11"
dependencies = [
"pre-commit>=4.2.0",
"pydantic>=2.11.5",
"pygame>=2.6.1",
"pytest>=8.3.5",
]

View File

@ -1,87 +0,0 @@
import pytest
from world.world import World, Position, BaseEntity
class DummyEntity(BaseEntity):
def __init__(self, position):
super().__init__(position)
self.ticked = False
self.rendered = False
def tick(self, interactable=None):
self.ticked = True
return self
def render(self, camera, screen):
self.rendered = True
@pytest.fixture
def world():
return World(partition_size=10, world_size=(100, 100))
def test_add_object_and_get_objects(world):
entity = DummyEntity(Position(x=0, y=0))
world.add_object(entity)
assert entity in world.get_objects()
def test_query_objects_within_radius(world):
e1 = DummyEntity(Position(x=0, y=0))
e2 = DummyEntity(Position(x=5, y=0))
e3 = DummyEntity(Position(x=20, y=0))
world.add_object(e1)
world.add_object(e2)
world.add_object(e3)
found = world.query_objects_within_radius(0, 0, 10)
assert e1 in found
assert e2 in found
assert e3 not in found
def test_query_objects_in_range(world):
e1 = DummyEntity(Position(x=1, y=1))
e2 = DummyEntity(Position(x=5, y=5))
e3 = DummyEntity(Position(x=20, y=20))
world.add_object(e1)
world.add_object(e2)
world.add_object(e3)
found = world.query_objects_in_range(0, 0, 10, 10)
assert e1 in found
assert e2 in found
assert e3 not in found
def test_query_closest_object(world):
e1 = DummyEntity(Position(x=0, y=0))
e2 = DummyEntity(Position(x=10, y=0))
world.add_object(e1)
world.add_object(e2)
closest = world.query_closest_object(1, 0)
assert closest == e1
def test_tick_all_removes_dead(world):
e1 = DummyEntity(Position(x=0, y=0))
e2 = DummyEntity(Position(x=10, y=0))
e2.flags["death"] = True
world.add_object(e1)
world.add_object(e2)
world.tick_all()
objs = world.get_objects()
assert e1 in objs
assert e2 not in objs
def test_tick_all_calls_tick(world):
e1 = DummyEntity(Position(x=0, y=0))
world.add_object(e1)
world.tick_all()
assert e1.ticked
def test_add_object_out_of_bounds(world):
entity = DummyEntity(Position(x=1000, y=1000))
with pytest.raises(ValueError):
world.add_object(entity)

112
uv.lock generated
View File

@ -2,15 +2,6 @@ version = 1
revision = 2
requires-python = ">=3.11"
[[package]]
name = "annotated-types"
version = "0.7.0"
source = { registry = "https://pypi.org/simple" }
sdist = { url = "https://files.pythonhosted.org/packages/ee/67/531ea369ba64dcff5ec9c3402f9f51bf748cec26dde048a2f973a4eea7f5/annotated_types-0.7.0.tar.gz", hash = "sha256:aff07c09a53a08bc8cfccb9c85b05f1aa9a2a6f23728d790723543408344ce89", size = 16081, upload-time = "2024-05-20T21:33:25.928Z" }
wheels = [
{ url = "https://files.pythonhosted.org/packages/78/b6/6307fbef88d9b5ee7421e68d78a9f162e0da4900bc5f5793f6d3d0e34fb8/annotated_types-0.7.0-py3-none-any.whl", hash = "sha256:1f02e8b43a8fbbc3f3e0d4f0f4bfc8131bcb4eebe8849b8e5c773f3a1c582a53", size = 13643, upload-time = "2024-05-20T21:33:24.1Z" },
]
[[package]]
name = "cfgv"
version = "3.4.0"
@ -44,7 +35,6 @@ version = "0.1.0"
source = { virtual = "." }
dependencies = [
{ name = "pre-commit" },
{ name = "pydantic" },
{ name = "pygame" },
{ name = "pytest" },
]
@ -57,7 +47,6 @@ dev = [
[package.metadata]
requires-dist = [
{ name = "pre-commit", specifier = ">=4.2.0" },
{ name = "pydantic", specifier = ">=2.11.5" },
{ name = "pygame", specifier = ">=2.6.1" },
{ name = "pytest", specifier = ">=8.3.5" },
]
@ -144,86 +133,6 @@ wheels = [
{ url = "https://files.pythonhosted.org/packages/88/74/a88bf1b1efeae488a0c0b7bdf71429c313722d1fc0f377537fbe554e6180/pre_commit-4.2.0-py2.py3-none-any.whl", hash = "sha256:a009ca7205f1eb497d10b845e52c838a98b6cdd2102a6c8e4540e94ee75c58bd", size = 220707, upload-time = "2025-03-18T21:35:19.343Z" },
]
[[package]]
name = "pydantic"
version = "2.11.5"
source = { registry = "https://pypi.org/simple" }
dependencies = [
{ name = "annotated-types" },
{ name = "pydantic-core" },
{ name = "typing-extensions" },
{ name = "typing-inspection" },
]
sdist = { url = "https://files.pythonhosted.org/packages/f0/86/8ce9040065e8f924d642c58e4a344e33163a07f6b57f836d0d734e0ad3fb/pydantic-2.11.5.tar.gz", hash = "sha256:7f853db3d0ce78ce8bbb148c401c2cdd6431b3473c0cdff2755c7690952a7b7a", size = 787102, upload-time = "2025-05-22T21:18:08.761Z" }
wheels = [
{ url = "https://files.pythonhosted.org/packages/b5/69/831ed22b38ff9b4b64b66569f0e5b7b97cf3638346eb95a2147fdb49ad5f/pydantic-2.11.5-py3-none-any.whl", hash = "sha256:f9c26ba06f9747749ca1e5c94d6a85cb84254577553c8785576fd38fa64dc0f7", size = 444229, upload-time = "2025-05-22T21:18:06.329Z" },
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[[package]]
name = "pydantic-core"
version = "2.33.2"
source = { registry = "https://pypi.org/simple" }
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View File

@ -1,173 +1,36 @@
import random, math
from multiprocessing.reduction import duplicate
from world.world import Position
from world.world import Position, BaseEntity
import pygame
from typing import Optional, List, Any
class DebugRenderObject(BaseEntity):
"""
Debug object that renders as a circle and counts its neighbors.
"""
def __init__(self, position: Position, radius: int = 5) -> None:
"""
Initializes the debug render object.
:param position: The position of the object.
:param radius: The radius of the rendered circle.
"""
super().__init__(position)
self.neighbors: int = 0
self.radius: int = radius
self.max_visual_width: int = radius * 2
self.interaction_radius: int = 50
self.flags: dict[str, bool] = {
"death": False,
"can_interact": True,
}
def tick(self, interactable: Optional[List[BaseEntity]] = None) -> "DebugRenderObject":
"""
Updates the object, counting the number of interactable neighbors.
:param interactable: List of nearby entities.
:return: Self.
"""
if interactable is None:
interactable = []
self.neighbors = len(interactable)
return self
def render(self, camera: Any, screen: Any) -> None:
"""
Renders the debug object as a circle, color intensity based on neighbors.
:param camera: The camera object for coordinate transformation.
:param screen: The Pygame screen surface.
"""
if camera.is_in_view(*self.position.get_position()):
pygame.draw.circle(
screen,
(50, 50, min([255, (self.neighbors + 4) * 30])),
camera.world_to_screen(*self.position.get_position()),
int(self.radius * camera.zoom),
)
def __repr__(self) -> str:
"""
Returns a string representation of the object.
:return: String representation.
"""
return f"DebugRenderObject({self.position}, neighbors={self.neighbors})"
def food_decay_yellow(decay: int) -> int:
"""
Returns the yellow color component for food decay visualization.
:param decay: The current decay value (0-255).
:return: The yellow component (0-255).
"""
# returns desired yellow value for food decay
def food_decay_yellow(decay):
if decay < 128:
return decay
else:
return 255 - decay
def chance_to_grow(decay_rate):
return ((2**(-20*(decay_rate-1)))*12.5)+0.1
class DebugRenderObject:
def __init__(self, position: Position):
self.position = position
def chance(percent):
return random.random() < percent / 100
def tick(self):
pass
class FoodObject(BaseEntity):
"""
Food object that decays over time and is rendered as a colored circle.
"""
def __init__(self, position: Position) -> None:
"""
Initializes the food object.
:param position: The position of the food.
"""
super().__init__(position)
self.max_visual_width: int = 10
self.decay: int = 0
self.decay_rate: int = 1
self.max_decay = 200
self.interaction_radius: int = 50
self.neighbors: int = 0
self.flags: dict[str, bool] = {
"death": False,
"can_interact": True,
}
def tick(self, interactable: Optional[List[BaseEntity]] = None) -> Optional["FoodObject"]:
"""
Updates the food object, increasing decay and flagging for death if decayed.
:param interactable: List of nearby entities (unused).
:return: Self
"""
if interactable is None:
interactable = []
self.neighbors = len(interactable)
if self.neighbors > 0:
self.decay += self.decay_rate * (1 + (self.neighbors / 10))
else:
self.decay += self.decay_rate
if self.decay > self.max_decay:
self.decay = self.max_decay
self.flag_for_death()
grow_chance = chance_to_grow(self.decay_rate * (1 + (self.neighbors / 10)))
# print(grow_chance)
if chance(grow_chance):
# print("Growing")
duplicate_x, duplicate_y = self.position.get_position()
duplicate_x += random.randint(-self.interaction_radius, self.interaction_radius)
duplicate_y += random.randint(-self.interaction_radius, self.interaction_radius)
return [self, FoodObject(Position(x=duplicate_x, y=duplicate_y))]
return self
def normalize_decay_to_color(self) -> int:
"""
Normalizes the decay value to a color component.
:return: Normalized decay value (0-255).
"""
return self.decay / self.max_decay * 255 if self.max_decay > 0 else 0
def render(self, camera: Any, screen: Any) -> None:
"""
Renders the food object as a decaying colored circle.
:param camera: The camera object for coordinate transformation.
:param screen: The Pygame screen surface.
"""
def render(self, camera, screen):
if camera.is_in_view(*self.position.get_position()):
pygame.draw.circle(
screen,
(255 - self.normalize_decay_to_color(), food_decay_yellow(self.normalize_decay_to_color()), 0),
camera.world_to_screen(*self.position.get_position()),
int(5 * camera.zoom)
)
pygame.draw.circle(screen, (255,255,255), camera.world_to_screen(*self.position.get_position()), 15 * camera.zoom)
def __repr__(self) -> str:
"""
Returns a string representation of the food object.
class FoodObject:
def __init__(self, position: Position):
self.decay = 0
self.position = position
:return: String representation.
"""
return f"FoodObject({self.position}, decay={self.decay:.0f}, decay_rate={self.decay_rate * (1 + (self.neighbors / 10))})"
def tick(self):
self.decay += 1
if self.decay > 255:
self.decay = 0 # eventually will raise a destroy flag
def render(self, camera, screen):
if camera.is_in_view(*self.position.get_position()):
pygame.draw.circle(screen, (255-self.decay,food_decay_yellow(self.decay),0), camera.world_to_screen(*self.position.get_position()), 5 * camera.zoom)

View File

@ -1,183 +0,0 @@
import pygame
from typing import Optional, Tuple, Sequence
class Camera:
"""
Camera class for handling world-to-screen transformations, panning, and zooming in a 2D simulation.
"""
def __init__(
self,
screen_width: int,
screen_height: int,
render_buffer: int = 50,
) -> None:
"""
Initializes the Camera.
:param screen_width: Width of the screen in pixels.
:param screen_height: Height of the screen in pixels.
:param render_buffer: Buffer for rendering objects outside the screen.
"""
self.x: float = 0
self.y: float = 0
self.target_x: float = 0
self.target_y: float = 0
self.zoom: float = 1.0
self.target_zoom: float = 1.0
self.smoothing: float = 0.15 # Higher = more responsive, lower = more smooth
self.speed: float = 700
self.zoom_smoothing: float = 0.2 # Higher = more responsive, lower = more smooth
self.is_panning: bool = False
self.last_mouse_pos: Optional[Sequence[int]] = None
self.screen_width: int = screen_width
self.screen_height: int = screen_height
self.render_buffer: int = render_buffer
self.min_zoom: float = 50.0 # Maximum zoom level
self.max_zoom: float = 0.01 # Minimum zoom level
def update(self, keys: Sequence[bool], deltatime: float) -> None:
"""
Updates the camera position and zoom based on input and time.
:param keys: Sequence of boolean values representing pressed keys.
:param deltatime: Time elapsed since last update (in seconds).
"""
dx = 0
dy = 0
if keys[pygame.K_w]:
dy -= 1
if keys[pygame.K_s]:
dy += 1
if keys[pygame.K_a]:
dx -= 1
if keys[pygame.K_d]:
dx += 1
length = (dx ** 2 + dy ** 2) ** 0.5
if length > 0:
dx /= length
dy /= length
self.target_x += dx * self.speed * deltatime / self.zoom
self.target_y += dy * self.speed * deltatime / self.zoom
if keys[pygame.K_r]:
self.target_x = 0
self.target_y = 0
smoothing_factor = 1 - pow(1 - self.smoothing, deltatime * 60)
self.x += (self.target_x - self.x) * smoothing_factor
self.y += (self.target_y - self.y) * smoothing_factor
threshold = 0.5
if abs(self.x - self.target_x) < threshold:
self.x = self.target_x
if abs(self.y - self.target_y) < threshold:
self.y = self.target_y
zoom_smoothing_factor = 1 - pow(1 - self.zoom_smoothing, deltatime * 60)
self.zoom += (self.target_zoom - self.zoom) * zoom_smoothing_factor
zoom_threshold = 0.001
if abs(self.zoom - self.target_zoom) < zoom_threshold:
self.zoom = self.target_zoom
def handle_zoom(self, zoom_delta: int) -> None:
"""
Adjusts the camera zoom level based on mouse wheel input.
:param zoom_delta: The amount of zoom change (positive for zoom in, negative for zoom out).
"""
zoom_factor = 1.1
if zoom_delta > 0:
self.target_zoom *= zoom_factor
elif zoom_delta < 0:
self.target_zoom /= zoom_factor
self.target_zoom = max(self.max_zoom, min(self.min_zoom, self.target_zoom))
def start_panning(self, mouse_pos: Sequence[int]) -> None:
"""
Begins panning the camera.
:param mouse_pos: The current mouse position as a sequence (x, y).
"""
self.is_panning = True
self.last_mouse_pos = mouse_pos
def stop_panning(self) -> None:
"""
Stops panning the camera.
"""
self.is_panning = False
self.last_mouse_pos = None
def pan(self, mouse_pos: Sequence[int]) -> None:
"""
Pans the camera based on mouse movement.
:param mouse_pos: The current mouse position as a sequence (x, y).
"""
if self.is_panning and self.last_mouse_pos:
dx = mouse_pos[0] - self.last_mouse_pos[0]
dy = mouse_pos[1] - self.last_mouse_pos[1]
self.x -= dx / self.zoom
self.y -= dy / self.zoom
self.target_x = self.x
self.target_y = self.y
self.last_mouse_pos = mouse_pos
def get_real_coordinates(self, screen_x: int, screen_y: int) -> Tuple[float, float]:
"""
Converts screen coordinates to world coordinates.
:param screen_x: X coordinate on the screen.
:param screen_y: Y coordinate on the screen.
:return: Tuple of (world_x, world_y).
"""
world_x = (screen_x - self.screen_width // 2 + self.x * self.zoom) / self.zoom
world_y = (screen_y - self.screen_height // 2 + self.y * self.zoom) / self.zoom
return world_x, world_y
def is_in_view(self, obj_x: float, obj_y: float, margin: float = 0) -> bool:
"""
Checks if a world coordinate is within the camera's view.
:param obj_x: X coordinate in world space.
:param obj_y: Y coordinate in world space.
:param margin: Additional margin to expand the view area.
:return: True if the object is in view, False otherwise.
"""
half_w = (self.screen_width + (self.render_buffer * self.zoom)) / (2 * self.zoom)
half_h = (self.screen_height + (self.render_buffer * self.zoom)) / (2 * self.zoom)
cam_left = self.x - half_w
cam_right = self.x + half_w
cam_top = self.y - half_h
cam_bottom = self.y + half_h
return (
cam_left - margin <= obj_x <= cam_right + margin
and cam_top - margin <= obj_y <= cam_bottom + margin
)
def world_to_screen(self, obj_x: float, obj_y: float) -> Tuple[int, int]:
"""
Converts world coordinates to screen coordinates.
:param obj_x: X coordinate in world space.
:param obj_y: Y coordinate in world space.
:return: Tuple of (screen_x, screen_y) in pixels.
"""
screen_x = (obj_x - self.x) * self.zoom + self.screen_width // 2
screen_y = (obj_y - self.y) * self.zoom + self.screen_height // 2
return int(screen_x), int(screen_y)
def get_relative_size(self, world_size: float) -> int:
"""
Converts a world size (e.g., radius or width/height) to screen pixels.
:param world_size: Size in world units.
:return: Size in screen pixels.
"""
return int(world_size * self.zoom)

View File

@ -1,255 +1,37 @@
from collections import defaultdict
from abc import ABC, abstractmethod
from typing import List, Dict, Tuple, Optional, Any, TypeVar, Union
from pydantic import BaseModel, Field
class World:
def __init__(self):
self.objects = []
pass
T = TypeVar("T", bound="BaseEntity")
def render_all(self, camera, screen):
for obj in self.objects:
obj.render(camera, screen)
def tick_all(self):
for obj in self.objects:
obj.tick()
class Position(BaseModel):
"""
Represents a 2D position in the world.
"""
x: int = Field(..., description="X coordinate")
y: int = Field(..., description="Y coordinate")
def add_object(self, new_object):
self.objects.append(new_object)
def __str__(self) -> str:
return f"({self.x}, {self.y})"
def get_objects(self):
return self.objects
def __repr__(self) -> str:
return f"Position({self.x}, {self.y})"
def set_position(self, x: int, y: int) -> None:
"""
Sets the position to the given coordinates.
:param x: New X coordinate.
:param y: New Y coordinate.
"""
class Position:
def __init__(self, x, y):
self.x = x
self.y = y
def get_position(self) -> Tuple[int, int]:
"""
Returns the current position as a tuple.
def __str__(self):
return f"({self.x}, {self.y})"
:return: Tuple of (x, y).
"""
def __repr__(self):
return f"Position({self.x}, {self.y})"
def set_position(self, x, y):
self.x = x
self.y = y
def get_position(self):
return self.x, self.y
class BaseEntity(ABC):
"""
Abstract base class for all entities in the world.
"""
def __init__(self, position: Position) -> None:
"""
Initializes the entity with a position.
:param position: The position of the entity.
"""
self.position: Position = position
self.interaction_radius: int = 0
self.flags: Dict[str, bool] = {
"death": False,
"can_interact": False,
}
self.world_callbacks: Dict[str, Any] = {}
self.max_visual_width: int = 0
@abstractmethod
def tick(self, interactable: Optional[List["BaseEntity"]] = None) -> Optional["BaseEntity"]:
"""
Updates the entity for a single tick.
:param interactable: List of entities this entity can interact with.
:return: The updated entity or None if it should be removed.
"""
return self
@abstractmethod
def render(self, camera: Any, screen: Any) -> None:
"""
Renders the entity on the screen.
:param camera: The camera object for coordinate transformation.
:param screen: The Pygame screen surface.
"""
pass
def flag_for_death(self) -> None:
"""
Flags the entity for removal from the world.
"""
self.flags["death"] = True
class World:
"""
A world-class that contains and manages all objects in the game using spatial partitioning.
"""
def __init__(self, partition_size: int = 10, world_size: tuple[int, int] = (400, 300)) -> None:
"""
Initializes the world with a partition size.
:param partition_size: The size of each partition cell in the world.
"""
self.partition_size: int = partition_size
self.buffers: List[Dict[Tuple[int, int], List[BaseEntity]]] = [defaultdict(list), defaultdict(list)]
self.world_size: Tuple[int, int] = world_size
self.current_buffer: int = 0
def _hash_position(self, position: Position) -> Tuple[int, int]:
"""
Hashes a position into a cell based on the partition size.
:param position: A Position object representing the position in the world.
:return: Tuple (cell_x, cell_y) representing the cell coordinates.
"""
# Ensure position is within world bounds, considering a center origin
if position.x < -self.world_size[0] / 2 or position.x >= self.world_size[0] / 2 or position.y < - \
self.world_size[1] / 2 or position.y >= self.world_size[1] / 2:
# force position to be within bounds
position.x = max(-self.world_size[0] / 2, min(position.x, self.world_size[0] / 2 - 1))
position.y = max(-self.world_size[1] / 2, min(position.y, self.world_size[1] / 2 - 1))
return int(position.x // self.partition_size), int(position.y // self.partition_size)
def render_all(self, camera: Any, screen: Any) -> None:
"""
Renders all objects in the current buffer.
:param camera: The camera object for coordinate transformation.
:param screen: The Pygame screen surface.
"""
for obj_list in self.buffers[self.current_buffer].values():
for obj in obj_list:
obj.render(camera, screen)
def tick_all(self) -> None:
"""
Advances all objects in the world by one tick, updating their state and handling interactions.
"""
next_buffer: int = 1 - self.current_buffer
self.buffers[next_buffer].clear()
for obj_list in self.buffers[self.current_buffer].values():
for obj in obj_list:
if obj.flags["death"]:
continue
if obj.flags["can_interact"]:
interactable = self.query_objects_within_radius(
obj.position.x, obj.position.y, obj.interaction_radius
)
interactable.remove(obj)
new_obj = obj.tick(interactable)
else:
new_obj = obj.tick()
if new_obj is None:
continue
# reproduction code
if isinstance(new_obj, list):
for item in new_obj:
if isinstance(item, BaseEntity):
cell = self._hash_position(item.position)
self.buffers[next_buffer][cell].append(item)
else:
cell = self._hash_position(new_obj.position)
self.buffers[next_buffer][cell].append(new_obj)
self.current_buffer = next_buffer
def add_object(self, new_object: BaseEntity) -> None:
"""
Adds a new object to the world in the appropriate cell.
:param new_object: The object to add.
"""
cell = self._hash_position(new_object.position)
self.buffers[self.current_buffer][cell].append(new_object)
def query_objects_within_radius(self, x: float, y: float, radius: float) -> List[BaseEntity]:
"""
Returns all objects within a given radius of a point.
:param x: X coordinate of the center.
:param y: Y coordinate of the center.
:param radius: Search radius.
:return: List of objects within the radius.
"""
result: List[BaseEntity] = []
cell_x, cell_y = int(x // self.partition_size), int(y // self.partition_size)
cells_to_check: List[Tuple[int, int]] = []
r = int((radius // self.partition_size) + 1)
for dx in range(-r, r + 1):
for dy in range(-r, r + 1):
cells_to_check.append((cell_x + dx, cell_y + dy))
for cell in cells_to_check:
for obj in self.buffers[self.current_buffer].get(cell, []):
obj_x, obj_y = obj.position.get_position()
dx = obj_x - x
dy = obj_y - y
if dx * dx + dy * dy <= radius * radius:
result.append(obj)
return result
def query_objects_in_range(self, x1: float, y1: float, x2: float, y2: float) -> List[BaseEntity]:
"""
Returns all objects within a rectangular range.
:param x1: Minimum X coordinate.
:param y1: Minimum Y coordinate.
:param x2: Maximum X coordinate.
:param y2: Maximum Y coordinate.
:return: List of objects within the rectangle.
"""
result: List[BaseEntity] = []
cell_x1, cell_y1 = (
int(x1 // self.partition_size),
int(y1 // self.partition_size),
)
cell_x2, cell_y2 = (
int(x2 // self.partition_size),
int(y2 // self.partition_size),
)
for cell_x in range(cell_x1, cell_x2 + 1):
for cell_y in range(cell_y1, cell_y2 + 1):
for obj in self.buffers[self.current_buffer].get((cell_x, cell_y), []):
obj_x, obj_y = obj.position.get_position()
if x1 <= obj_x <= x2 and y1 <= obj_y <= y2:
result.append(obj)
return result
def query_closest_object(self, x: float, y: float) -> Optional[BaseEntity]:
"""
Returns the closest object to a given point.
:param x: X coordinate of the point.
:param y: Y coordinate of the point.
:return: The closest object or None if no objects exist.
"""
closest_obj: Optional[BaseEntity] = None
closest_distance: float = float("inf")
for obj_list in self.buffers[self.current_buffer].values():
for obj in obj_list:
obj_x, obj_y = obj.position.get_position()
dx = obj_x - x
dy = obj_y - y
distance = dx * dx + dy * dy
if distance < closest_distance:
closest_distance = distance
closest_obj = obj
return closest_obj
def get_objects(self) -> List[BaseEntity]:
"""
Returns a list of all objects currently in the world.
:return: List of all objects.
"""
all_objects: List[BaseEntity] = []
for obj_list in self.buffers[self.current_buffer].values():
all_objects.extend(obj_list)
return all_objects