Sam 3a4301f7cb
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Refactor Camera and Entity classes for improved type hinting and documentation using typing and pydantic.
2025-06-03 19:47:39 -05:00

334 lines
12 KiB
Python

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()