333 lines
12 KiB
Python
333 lines
12 KiB
Python
import pygame
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import time
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import sys
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import random
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from world.world import World, Position
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from world.render_objects import DebugRenderObject, FoodObject
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# Initialize Pygame
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pygame.init()
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# Constants
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SCREEN_WIDTH = 1920 / 2
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SCREEN_HEIGHT = 1080 / 2
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BLACK = (0, 0, 0)
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DARK_GRAY = (64, 64, 64)
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GRAY = (128, 128, 128)
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WHITE = (255, 255, 255)
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RENDER_BUFFER = 50
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SPEED = 700 # Pixels per second
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# Grid settings
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GRID_WIDTH = 20 # Number of cells horizontally
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GRID_HEIGHT = 15 # Number of cells vertically
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CELL_SIZE = 20 # Size of each cell in pixels
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DEFAULT_TPS = 20 # Amount of ticks per second for the simulation
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class Camera:
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def __init__(self):
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self.x = 0
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self.y = 0
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self.target_x = 0
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self.target_y = 0
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self.zoom = 1.0
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self.target_zoom = 1.0
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self.smoothing = 0.15 # Higher = more responsive, lower = more smooth
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self.speed = SPEED
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self.zoom_smoothing = 0.10
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self.is_panning = False
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self.last_mouse_pos = None
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def update(self, keys, deltatime):
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# Update target position based on input
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if keys[pygame.K_w]:
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self.target_y -= self.speed * deltatime / self.zoom
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if keys[pygame.K_s]:
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self.target_y += self.speed * deltatime / self.zoom
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if keys[pygame.K_a]:
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self.target_x -= self.speed * deltatime / self.zoom
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if keys[pygame.K_d]:
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self.target_x += self.speed * deltatime / self.zoom
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if keys[pygame.K_r]:
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self.target_x = 0
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self.target_y = 0
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# Smooth camera movement with drift
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smoothing_factor = 1 - pow(
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1 - self.smoothing, deltatime * 60
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) # Adjust smoothing based on deltatime
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self.x += (self.target_x - self.x) * smoothing_factor
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self.y += (self.target_y - self.y) * smoothing_factor
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# Smooth zoom
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zoom_smoothing_factor = 1 - pow(1 - self.zoom_smoothing, deltatime * 60)
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self.zoom += (self.target_zoom - self.zoom) * zoom_smoothing_factor
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def handle_zoom(self, zoom_delta):
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# Zoom in/out with mouse wheel
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zoom_factor = 1.1
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if zoom_delta > 0: # Zoom in
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self.target_zoom *= zoom_factor
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elif zoom_delta < 0: # Zoom out
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self.target_zoom /= zoom_factor
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# Clamp zoom levels
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self.target_zoom = max(0.1, min(5.0, self.target_zoom))
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def start_panning(self, mouse_pos):
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self.is_panning = True
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self.last_mouse_pos = mouse_pos
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def stop_panning(self):
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self.is_panning = False
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self.last_mouse_pos = None
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def pan(self, mouse_pos):
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if self.is_panning and self.last_mouse_pos:
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dx = mouse_pos[0] - self.last_mouse_pos[0]
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dy = mouse_pos[1] - self.last_mouse_pos[1]
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self.x -= dx / self.zoom
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self.y -= dy / self.zoom
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self.target_x = self.x # Sync target position with actual position
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self.target_y = self.y
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self.last_mouse_pos = mouse_pos
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def get_real_coordinates(self, screen_x, screen_y):
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# Convert screen coordinates to world coordinates
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world_x = (screen_x - SCREEN_WIDTH // 2 + self.x * self.zoom) / self.zoom
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world_y = (screen_y - SCREEN_HEIGHT // 2 + self.y * self.zoom) / self.zoom
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return world_x, world_y
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def is_in_view(self, obj_x, obj_y, margin=0):
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half_w = (SCREEN_WIDTH + (RENDER_BUFFER * self.zoom)) / (2 * self.zoom)
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half_h = (SCREEN_HEIGHT + (RENDER_BUFFER * self.zoom)) / (2 * self.zoom)
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cam_left = self.x - half_w
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cam_right = self.x + half_w
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cam_top = self.y - half_h
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cam_bottom = self.y + half_h
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return (cam_left - margin <= obj_x <= cam_right + margin and
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cam_top - margin <= obj_y <= cam_bottom + margin)
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def world_to_screen(self, obj_x, obj_y):
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screen_x = (obj_x - self.x) * self.zoom + SCREEN_WIDTH // 2
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screen_y = (obj_y - self.y) * self.zoom + SCREEN_HEIGHT // 2
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return int(screen_x), int(screen_y)
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def get_relative_size(self, world_size):
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# Converts a world size (e.g., radius or width/height) to screen pixels
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return int(world_size * self.zoom)
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def draw_grid(screen, camera, showing_grid=True):
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# Fill screen with black
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screen.fill(BLACK)
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# Calculate effective cell size with zoom
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effective_cell_size = CELL_SIZE * camera.zoom
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# Calculate grid boundaries in world coordinates (centered at 0,0)
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grid_world_width = GRID_WIDTH * effective_cell_size
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grid_world_height = GRID_HEIGHT * effective_cell_size
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# Calculate grid position relative to camera (with grid centered at 0,0)
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grid_center_x = SCREEN_WIDTH // 2 - camera.x * camera.zoom
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grid_center_y = SCREEN_HEIGHT // 2 - camera.y * camera.zoom
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grid_left = grid_center_x - grid_world_width // 2
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grid_top = grid_center_y - grid_world_height // 2
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grid_right = grid_left + grid_world_width
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grid_bottom = grid_top + grid_world_height
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# Check if grid should be shown
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if not showing_grid:
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return # Exit early if grid is not visible
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# Check if grid is visible on screen
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if (
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grid_right < 0
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or grid_left > SCREEN_WIDTH
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or grid_bottom < 0
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or grid_top > SCREEN_HEIGHT
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):
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return # Grid is completely off-screen
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# Fill the grid area with dark gray background
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grid_rect = pygame.Rect(
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max(0, grid_left),
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max(0, grid_top),
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min(SCREEN_WIDTH, grid_right) - max(0, grid_left),
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min(SCREEN_HEIGHT, grid_bottom) - max(0, grid_top),
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)
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# Only draw if the rectangle has positive dimensions
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if grid_rect.width > 0 and grid_rect.height > 0:
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pygame.draw.rect(screen, DARK_GRAY, grid_rect)
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# Draw vertical grid lines (only if zoom is high enough to see them clearly)
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if effective_cell_size > 4:
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# Precompute grid boundaries
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vertical_lines = []
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horizontal_lines = []
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for i in range(max(GRID_WIDTH, GRID_HEIGHT) + 1):
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# Vertical lines
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if i <= GRID_WIDTH:
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line_x = grid_left + i * effective_cell_size
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if 0 <= line_x <= SCREEN_WIDTH:
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start_y = max(0, grid_top)
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end_y = min(SCREEN_HEIGHT, grid_bottom)
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if start_y < end_y:
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vertical_lines.append(((line_x, start_y), (line_x, end_y)))
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# Horizontal lines
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if i <= GRID_HEIGHT:
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line_y = grid_top + i * effective_cell_size
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if 0 <= line_y <= SCREEN_HEIGHT:
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start_x = max(0, grid_left)
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end_x = min(SCREEN_WIDTH, grid_right)
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if start_x < end_x:
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horizontal_lines.append(((start_x, line_y), (end_x, line_y)))
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# Draw all vertical lines in one batch
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for start, end in vertical_lines:
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pygame.draw.line(screen, GRAY, start, end)
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# Draw all horizontal lines in one batch
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for start, end in horizontal_lines:
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pygame.draw.line(screen, GRAY, start, end)
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def main():
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), vsync=1)
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pygame.display.set_caption("Dynamic Abstraction System Testing")
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clock = pygame.time.Clock()
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camera = Camera()
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is_showing_grid = True # Flag to control grid visibility
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font = pygame.font.Font("freesansbold.ttf", 16)
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tick_interval = 1.0 / DEFAULT_TPS # Time per tick
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last_tick_time = time.perf_counter() # Tracks the last tick time
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last_tps_time = time.perf_counter() # Tracks the last TPS calculation time
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tick_counter = 0 # Counts ticks executed
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actual_tps = 0 # Stores the calculated TPS
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print("Controls:")
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print("WASD - Move camera")
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print("Mouse wheel - Zoom in/out")
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print("Middle mouse button - Pan camera")
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print("R - Reset camera to origin")
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print("ESC or close window - Exit")
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# Initialize world
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world = World()
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world.add_object(DebugRenderObject(Position(0,0)))
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# setting the seed to 67 >_<
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random.seed(67)
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running = True
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while running:
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deltatime = clock.get_time() / 1000.0 # Convert milliseconds to seconds
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# Handle events
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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if event.key == pygame.K_g:
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is_showing_grid = not is_showing_grid
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if event.key == pygame.K_UP:
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if camera.speed < 2100:
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camera.speed += 350
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if event.key == pygame.K_DOWN:
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if camera.speed > 350:
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camera.speed -= 350
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elif event.type == pygame.MOUSEWHEEL:
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camera.handle_zoom(event.y)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 2: # Middle mouse button
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camera.start_panning(event.pos)
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elif event.type == pygame.MOUSEBUTTONUP:
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if event.button == 2: # Middle mouse button
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camera.stop_panning()
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elif event.type == pygame.MOUSEMOTION:
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camera.pan(event.pos)
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# Get pressed keys for smooth movement
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keys = pygame.key.get_pressed()
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camera.update(keys, deltatime)
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# Tick logic (runs every tick interval)
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current_time = time.perf_counter()
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while current_time - last_tick_time >= tick_interval:
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last_tick_time += tick_interval
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tick_counter += 1
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# Add your tick-specific logic here
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print("Tick logic executed")
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world.tick_all()
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# gets every object in the world and returns amount of FoodObjects
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objects = world.get_objects()
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food = len([obj for obj in objects if isinstance(obj, FoodObject)])
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print(f"Food count: {food}")
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if food < 10:
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for i in range(10 - food):
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world.add_object(FoodObject(Position(random.randint(-200, 200), random.randint(-200, 200))))
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# Calculate TPS every second
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if current_time - last_tps_time >= 1.0:
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actual_tps = tick_counter
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tick_counter = 0
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last_tps_time += 1.0
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# Draw the reference grid
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draw_grid(screen, camera, is_showing_grid)
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# Render everything in the world
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world.render_all(camera, screen)
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# Render mouse position as text in top left of screen
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mouse_x, mouse_y = camera.get_real_coordinates(*pygame.mouse.get_pos())
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mouse_text = font.render(f"Mouse: ({mouse_x}, {mouse_y})", True, WHITE)
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text_rect = mouse_text.get_rect()
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text_rect.topleft = (10, 10)
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screen.blit(mouse_text, text_rect)
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# Render FPS in top right
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fps_text = font.render(f"FPS: {int(clock.get_fps())}", True, WHITE)
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fps_rect = fps_text.get_rect()
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fps_rect.topright = (SCREEN_WIDTH - 10, 10)
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screen.blit(fps_text, fps_rect)
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# Render TPS in bottom right
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tps_text = font.render(f"TPS: {actual_tps}", True, WHITE)
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tps_rect = tps_text.get_rect()
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tps_rect.bottomright = (SCREEN_WIDTH - 10, SCREEN_HEIGHT - 10)
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screen.blit(tps_text, tps_rect)
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# Render camera position and speed in bottom left
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cam_text = font.render(f"Camera: ({camera.x:.2f}, {camera.y:.2f}), Speed: {camera.speed:.2f}", True, WHITE)
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cam_rect = cam_text.get_rect()
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cam_rect.bottomleft = (10, SCREEN_HEIGHT - 10)
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screen.blit(cam_text, cam_rect)
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# Update display
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pygame.display.flip()
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clock.tick(180)
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pygame.quit()
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sys.exit()
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if __name__ == "__main__":
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main()
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