118 lines
3.7 KiB
Python

import math
import pygame
import time
import sys
import random
from world.world import World, Position, Rotation
from world.objects import FoodObject, TestVelocityObject, DefaultCell
from world.simulation_interface import Camera
from config.constants import *
from core.input_handler import InputHandler
from core.renderer import Renderer
from ui.hud import HUD
# Initialize Pygame
pygame.init()
def setup(world: World):
if FOOD_SPAWNING:
world.add_object(FoodObject(Position(x=random.randint(-100, 100), y=random.randint(-100, 100))))
for i in range(100):
world.add_object(DefaultCell(Position(x=random.randint(-100, 100),y=random.randint(-100, 100)), Rotation(angle=0)))
return world
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)
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
# Initialize world
world = World(CELL_SIZE, (CELL_SIZE * GRID_WIDTH, CELL_SIZE * GRID_HEIGHT))
# sets seed to 67 >_<
random.seed(0)
world = setup(world)
input_handler = InputHandler(camera, world)
renderer = Renderer(screen)
hud = HUD()
running = True
while running:
deltatime = clock.get_time() / 1000.0 # Convert milliseconds to seconds
tick_interval = 1.0 / input_handler.tps # Time per tick
# Handle events
running = input_handler.handle_events(pygame.event.get())
if not input_handler.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
# ensure selected objects are still valid or have not changed position, if so, reselect them
input_handler.update_selected_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()
input_handler.update_camera(keys, deltatime)
renderer.clear_screen()
renderer.draw_grid(camera, input_handler.show_grid)
renderer.render_world(world, camera)
renderer.render_interaction_radius(world, camera, input_handler.selected_objects, input_handler.show_interaction_radius)
renderer.render_selection_rectangle(input_handler.get_selection_rect())
renderer.render_selected_objects_outline(input_handler.selected_objects, camera)
hud.render_mouse_position(screen, camera)
hud.render_fps(screen, clock)
hud.render_tps(screen, actual_tps)
hud.render_tick_count(screen, total_ticks)
hud.render_selected_objects_info(screen, input_handler.selected_objects)
hud.render_legend(screen, input_handler.show_legend)
hud.render_pause_indicator(screen, input_handler.is_paused)
# Update display
pygame.display.flip()
clock.tick(MAX_FPS)
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()