import pygame import time import sys 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() # Constants SCREEN_WIDTH = 1920 / 2 SCREEN_HEIGHT = 1080 / 2 BLACK = (0, 0, 0) DARK_GRAY = (64, 64, 64) GRAY = (128, 128, 128) WHITE = (255, 255, 255) RENDER_BUFFER = 50 SPEED = 700 # Pixels per second # Grid settings 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 def draw_grid(screen, camera, showing_grid=True): # Fill the screen with black screen.fill(BLACK) # Calculate effective cell size with zoom effective_cell_size = CELL_SIZE * camera.zoom # Calculate grid boundaries in world coordinates (centered at 0,0) grid_world_width = GRID_WIDTH * effective_cell_size grid_world_height = GRID_HEIGHT * effective_cell_size # Calculate grid position relative to camera (with grid centered at 0,0) grid_center_x = SCREEN_WIDTH // 2 - camera.x * camera.zoom grid_center_y = SCREEN_HEIGHT // 2 - camera.y * camera.zoom grid_left = grid_center_x - grid_world_width // 2 grid_top = grid_center_y - grid_world_height // 2 grid_right = grid_left + grid_world_width grid_bottom = grid_top + grid_world_height # Check if grid should be shown if not showing_grid: return # Exit early if grid is not visible # Check if grid is visible on screen if ( grid_right < 0 or grid_left > SCREEN_WIDTH or grid_bottom < 0 or grid_top > SCREEN_HEIGHT ): return # Grid is completely off-screen # Fill the grid area with dark gray background grid_rect = pygame.Rect( max(0, grid_left), max(0, grid_top), min(SCREEN_WIDTH, grid_right) - max(0, grid_left), min(SCREEN_HEIGHT, grid_bottom) - max(0, grid_top), ) # Only draw if the rectangle has positive dimensions if grid_rect.width > 0 and grid_rect.height > 0: pygame.draw.rect(screen, DARK_GRAY, grid_rect) # Draw vertical grid lines (only if zoom is high enough to see them clearly) if effective_cell_size > 4: # Precompute grid boundaries vertical_lines = [] horizontal_lines = [] for i in range(max(GRID_WIDTH, GRID_HEIGHT) + 1): # Vertical lines if i <= GRID_WIDTH: line_x = grid_left + i * effective_cell_size if 0 <= line_x <= SCREEN_WIDTH: start_y = max(0, grid_top) end_y = min(SCREEN_HEIGHT, grid_bottom) if start_y < end_y: vertical_lines.append(((line_x, start_y), (line_x, end_y))) # Horizontal lines if i <= GRID_HEIGHT: line_y = grid_top + i * effective_cell_size if 0 <= line_y <= SCREEN_HEIGHT: start_x = max(0, grid_left) end_x = min(SCREEN_WIDTH, grid_right) if start_x < end_x: horizontal_lines.append(((start_x, line_y), (end_x, line_y))) # Draw all vertical lines in one batch for start, end in vertical_lines: pygame.draw.line(screen, GRAY, start, end) # Draw all horizontal lines in one batch 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) is_showing_grid = True # Flag to control grid visibility font = pygame.font.Font("freesansbold.ttf", 16) tick_interval = 1.0 / DEFAULT_TPS # Time per tick last_tick_time = time.perf_counter() # Tracks the last tick time 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") print("Mouse wheel - Zoom in/out") print("Middle mouse button - Pan camera") print("R - Reset camera to origin") print("ESC or close window - Exit") # Initialize world world = World() world.add_object(DebugRenderObject(Position(x=0, y=0))) world.add_object(DebugRenderObject(Position(x=20, y=0))) # sets seed to 67 >_< random.seed(67) running = True while running: deltatime = clock.get_time() / 1000.0 # Convert milliseconds to seconds # Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: selecting = False selected_objects = [] if event.key == pygame.K_g: is_showing_grid = not is_showing_grid if event.key == pygame.K_UP: if camera.speed < 2100: camera.speed += 350 if event.key == pygame.K_DOWN: if camera.speed > 350: camera.speed -= 350 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: 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 # 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 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(-200, 200), y=random.randint(-200, 200)))) # 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 # Draw the reference grid draw_grid(screen, camera, is_showing_grid) # Render everything in the world world.render_all(camera, screen) # 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) text_rect = mouse_text.get_rect() text_rect.topleft = (10, 10) screen.blit(mouse_text, text_rect) # Render FPS in top right fps_text = font.render(f"FPS: {int(clock.get_fps())}", True, WHITE) fps_rect = fps_text.get_rect() fps_rect.topright = (SCREEN_WIDTH - 10, 10) screen.blit(fps_text, fps_rect) # Render TPS in bottom right tps_text = font.render(f"TPS: {actual_tps}", True, WHITE) tps_rect = tps_text.get_rect() 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 # Update display pygame.display.flip() clock.tick(180) pygame.quit() sys.exit() if __name__ == "__main__": main()