-
Notifications
You must be signed in to change notification settings - Fork 3
/
App.py
204 lines (179 loc) · 8.53 KB
/
App.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
# App to run the actual program
import pygame
import math
import forest
class App:
def __init__(self):
self.numToLight = input("Enter the number of trees to start on fire!")
self.numToLight = max(0, min(int(self.numToLight), 40000))
self.burnChance = input("Enter a % chance for trees to burn! (Between 0% and 100%)")
self.burnChance = max(0, min(float(self.burnChance), 100)) / 100
self.forest = forest.forest(self.numToLight, self.burnChance)
self.window = pygame.display.set_mode((1000,830))
self.done = False
# Background and images
self.bg = pygame.image.load("GUI.png")
self.buttonImage = pygame.image.load("button.png")
self.buttonMDImage = pygame.image.load("buttonDown.png")
self.buttonMOImage = pygame.image.load("buttonMouseOver.png")
self.plateImage = pygame.image.load("plate.png")
self.gridImage = pygame.image.load("grid.png")
self.gridImage.set_colorkey((255,255,255))
# Button attributes
self.button1pos = (832, 472)
self.button2pos = (832, 539)
self.button3pos = (832, 605)
self.buttonHeight = 51
self.buttonWidth = 152
# Font attributes
self.genNumberPos = (848, 190)
self.timePassedPos = (848, 285)
self.stepPos = (870, 550)
self.resetPos = (865, 618)
self.pausedPos = (860, 485)
self.playPos = (873, 485)
# Grid attributes
self.gridStart = (17, 16)
self.gridSize = (800, 800)
self.cellWidth = self.gridSize[0] / (self.forest.forestSize - 2)
self.cellHeight = self.gridSize[1] / (self.forest.forestSize - 2)
self.colors = [(100, 100, 100), (255, 255, 255), (0, 200, 0), (200, 0, 0)]
# Extras variables
self.white = (255,255,255)
self.black = (0,0,0)
self.genNumber = 0
self.timePassed = 0
self.paused = True
self.flag = False
self.takestep = False
self.timestep = 1000
self.timeSinceLastUpdate = 0
# Font initialization
self.font = pygame.font.Font(None, 44)
backFont = pygame.font.Font(None, 45)
self.genNumberFont = self.font.render(str(self.genNumber), True, self.white)
self.timePassedFont = self.font.render(str(self.timePassed), True, self.white)
self.pauseButtonFont = self.font.render("Pause", True, self.white)
self.playButtonFont = self.font.render("Play", True, self.white)
self.stepButtonFont = self.font.render("Step", True, self.white)
self.resetButtonFont = self.font.render("Reset", True, self.white)
self.pauseButtonFont2 = backFont.render("Pause", True, self.black)
self.playButtonFont2 = backFont.render("Play", True, self.black)
self.stepButtonFont2 = backFont.render("Step", True, self.black)
self.resetButtonFont2 = backFont.render("Reset", True, self.black)
self.drawGraph()
def forestReset(self):
self.forest = forest.forest(self.numToLight, self.burnChance)
self.genNumber = 0
self.timePassed = 0
self.paused = True
self.drawGraph()
def drawGraph(self):
# Draw cells
for y in range(1, len(self.forest.forest) - 1):
for x in range(1, len(self.forest.forest[y]) - 1):
pygame.draw.rect(self.window, self.colors[self.forest.forest[y][x] + 1], (self.gridStart[0] + self.cellWidth * (x-1), self.gridStart[1] + self.cellHeight * (y-1), self.cellWidth, self.cellHeight))
# Draw grid
self.window.blit(self.gridImage, self.gridStart)
def update(self,dT):
evtList = pygame.event.get()
for evt in evtList:
if evt.type == pygame.QUIT:
self.done = True
elif evt.type == pygame.KEYDOWN:
if evt.key == pygame.K_ESCAPE:
self.done = True
else:
key_pressed.append(evt.key)
elif evt.type == pygame.KEYUP:
key_pressed.remove(evt.key)
# Tell the forest to update
if not self.paused:
self.timePassed += dT / 1000
self.timePassed = round(self.timePassed, 2)
self.timeSinceLastUpdate += dT
if self.timeSinceLastUpdate > self.timestep:
self.genNumber += 1
self.timeSinceLastUpdate -= self.timestep
self.forest.update()
self.drawGraph()
elif self.takestep == True:
self.takestep = False
self.genNumber += 1
self.timePassed += 1
self.forest.update()
self.drawGraph()
# Blit Images
self.window.blit(self.bg, (0,0))
self.window.blit(self.plateImage, (834, 179))
self.window.blit(self.plateImage, (833, 273))
self.window.blit(self.buttonImage, self.button1pos)
self.window.blit(self.buttonImage, self.button2pos)
self.window.blit(self.buttonImage, self.button3pos)
# Button checks
try:
mx = evt.pos[0]
my = evt.pos[1]
if evt.type == pygame.MOUSEBUTTONUP:
self.flag = False
# Play Button
if mx > self.button1pos[0] and mx < self.button1pos[0] + self.buttonWidth:
if my > self.button1pos[1] and my < self.button1pos[1] + self.buttonHeight:
if evt.type == pygame.MOUSEBUTTONDOWN:
self.window.blit(self.buttonMDImage, self.button1pos)
if self.paused == False and self.flag == False:
self.paused = True
self.flag = True
elif self.paused == True and self.flag == False:
self.paused = False
self.flag = True
else:
self.window.blit(self.buttonMOImage, self.button1pos)
else:
self.window.blit(self.buttonImage, self.button1pos)
# Step Button
if mx > self.button2pos[0] and mx < self.button2pos[0] + self.buttonWidth:
if my > self.button2pos[1] and my < self.button2pos[1] + self.buttonHeight:
if evt.type == pygame.MOUSEBUTTONDOWN:
self.window.blit(self.buttonMDImage, self.button2pos)
self.takestep = True
else:
self.window.blit(self.buttonMOImage, self.button2pos)
else:
self.window.blit(self.buttonImage, self.button2pos)
# Reset Button
if mx > self.button3pos[0] and mx < self.button3pos[0] + self.buttonWidth:
if my > self.button3pos[1] and my < self.button3pos[1] + self.buttonHeight:
if evt.type == pygame.MOUSEBUTTONDOWN:
self.window.blit(self.buttonMDImage, self.button3pos)
self.forestReset()
else:
self.window.blit(self.buttonMOImage, self.button3pos)
else:
window.blit(self.buttonImage, self.button3pos)
except:
pass
# Font Blits
self.genNumberFont = self.font.render(str(self.genNumber), True, self.white)
self.timePassedFont = self.font.render(str(self.timePassed), True, self.white)
self.window.blit(self.genNumberFont, self.genNumberPos)
self.window.blit(self.timePassedFont, self.timePassedPos)
self.window.blit(self.stepButtonFont2, (self.stepPos[0] - 2, self.stepPos[1] - 2))
self.window.blit(self.stepButtonFont, self.stepPos)
self.window.blit(self.resetButtonFont2, (self.resetPos[0] - 2, self.resetPos[1] - 2))
self.window.blit(self.resetButtonFont, self.resetPos)
if self.paused == False:
self.window.blit(self.pauseButtonFont2, (self.pausedPos[0] - 2, self.pausedPos[1] - 2))
self.window.blit(self.pauseButtonFont, self.pausedPos)
else:
self.window.blit(self.playButtonFont2, (self.playPos[0] - 2, self.playPos[1] - 2))
self.window.blit(self.playButtonFont, self.playPos)
# Flip Display
pygame.display.flip()
# Create an instance of App and run the program
pygame.init()
app = App()
clock = pygame.time.Clock()
while not app.done:
app.update(clock.tick())
pygame.quit()