Esempio n. 1
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 def from_file(self, file):
     """Opens up a saved file"""
     world = []
     rows = 0
     columns = 0
     with open(r'/Users/jacobglines/Desktop/Programming/gameOfLife/{}'.format(file), 'r') as savedWorld:
         for line in savedWorld:
             row = []
             cells = line.split(',')
             for char in cells:
                 if char == '1':
                     cell = Cell(rows, columns).live()
                     row.append(cell)
                 elif char == '0':
                     cell = Cell(rows, columns)
                     row.append(cell)
                 elif char == '\n':
                     pass
                 columns += 1
             world.append(row)
             rows += 1
             finalcolumns = columns - 1
             columns = 0
     newWorld = World(rows, finalcolumns)
     newWorld.cells = world
     newWorld.name = file
     return newWorld
Esempio n. 2
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 def test_str(self):
     world = World(0, 0)
     alive = Cell(0, 0)
     alive.live()
     dead = Cell(0, 1)
     world.cells = [[alive, dead], [dead, alive]]
     self.assertEqual(str(world), u'\u25A0 \u25A1 \n\u25A1 \u25A0 \n')
Esempio n. 3
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    def test_sub(self):
        cell1 = Cell(3)
        cell2 = Cell(1)
        cell3 = cell1 - cell2

        self.assertEqual(cell3.amount, 2)
        self.assertNotEqual(cell3, cell1)
        self.assertNotEqual(cell3, cell2)
Esempio n. 4
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    def test_div(self):
        cell1 = Cell(4)
        cell2 = Cell(2)
        cell3 = cell1 / cell2

        self.assertEqual(cell3.amount, 2)
        self.assertNotEqual(cell3, cell1)
        self.assertNotEqual(cell3, cell2)
Esempio n. 5
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    def test_add(self):
        cell1 = Cell(1)
        cell2 = Cell(2)
        cell3 = cell1 + cell2

        self.assertEqual(cell3.amount, 3)
        self.assertNotEqual(cell3, cell1)
        self.assertNotEqual(cell3, cell2)
Esempio n. 6
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    def test_mul(self):
        cell1 = Cell(2)
        cell2 = Cell(2)
        cell3 = cell1 * cell2

        self.assertEqual(cell3.amount, 4)
        self.assertNotEqual(cell3, cell1)
        self.assertNotEqual(cell3, cell2)
Esempio n. 7
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 def test_create_cell(self):
     row = 1
     column = 2
     cell = Cell(row, column)
     self.assertEqual(cell.alive, False)
     self.assertEqual(cell.row, row)
     self.assertEqual(cell.column, column)
Esempio n. 8
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    def create_world(self, cell_alive_chance):
        # create empty array with size+2 width as outer rim will be needed to
        # simulate toroid structure
        cells = np.empty([self.side_size + 2, self.side_size + 2],
                         dtype=object)
        # reference inner cells
        cells_inner = cells[1:-1, 1:-1]
        # populate inner array with cell objects and maked them alive/dead
        # based on random chance specified
        for i, cell_row in enumerate(cells_inner):
            for j, cell in enumerate(cell_row):
                cells_inner[i, j] = Cell(
                    self._set_initial_cell_state(cell_alive_chance))

        # make mapping of outer cells to simulate toroid structure
        # e.g. same cell object will on be position 0,0 and 10,10 if 10 was selected as side_size
        for i in range(self.side_size):
            # setting top outer row
            cells[0, i + 1] = cells_inner[-1, i]
            # setting left outer column
            cells[i + 1, 0] = cells_inner[i, -1]
            # setting bottom outer row
            cells[-1, i + 1] = cells_inner[0, i]
            # setting right outer column
            cells[i + 1, -1] = cells_inner[i, 0]

        # setting corner cells_inner
        cells[0, 0] = cells_inner[-1, -1]
        cells[0, -1] = cells_inner[-1, 0]
        cells[-1, 0] = cells_inner[0, -1]
        cells[-1, -1] = cells_inner[0, 0]

        return cells
Esempio n. 9
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 def populate_field(self):
     """
     Fill the game field with empty terrain
     :return:
     """
     self.field_size = App.get_running_app().root.cell_field.field_size
     self.cells_grid.cols = self.field_size
     self.cells_grid.rows = self.field_size
     for x in range(self.field_size * self.field_size):
         c = Cell()
         App.get_running_app().root.cell_field.append(c)
         self.cells_grid.add_widget(FieldCell(c))
Esempio n. 10
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def create_cell(canvas, grid, positions) -> dict:
    text_id = canvas.create_text(settings.CELL_CENTER,
                                 settings.CELL_CENTER,
                                 text='20')
    x = random.randint(2, 48)
    y = random.randint(2, 26)
    while positions.get(grid[y][x]):
        x = random.randint(2, 48)
        y = random.randint(2, 26)
    temp = {'cell': Cell(grid[y][x], x, y, grid, text_id), 'text': text_id}
    canvas.itemconfig(temp['cell'].get_id(), fill=settings.CELL_COLOR)
    positions[temp['cell'].get_id()] = 'cell'
    return temp.copy()
Esempio n. 11
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 def create_cells(self):
     """Creates empty cells for the world"""
     #
     # The world is a list of lists
     #
     cells = []
     for row in range(self.rows):
         line = []
         for column in range(self.columns):
             cell = Cell(row, column)
             line.append(cell)
         cells.append(line)
     return cells
Esempio n. 12
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    def gameArea(self):
        # List of game field buttons
        # to access the state of each button
        self.list_btns = []
        for x in range(self.height_area):
            row_btns = []
            for y in range(self.width_area):
                value = self.field[x][y]
                btn = Cell(x, y, value, self.smile_btn, self.timerFunc,
                           self.showMoves, self.checkBTN, self.usedFlag,
                           self.radar, self.changeValue, self)
                self.grid.addWidget(btn, x, y)
                row_btns.append(btn)
            self.list_btns.append(row_btns)

        # Window geometry
        if self.CH > 0:
            self.adjustSize()
        self.CH += 1
Esempio n. 13
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    def __init__(self, field):
        self.field = field
        self.original_field = []
        self.available_numbers = set()
        self.random_cell = None
        self.changed = False

        for i in range(len(self.field)):
            for j in range(len(self.field[i])):
                self.field[i][j] = Cell(self.field[i][j], (i, j))
                self.available_numbers.add(self.field[i][j].value)

        self.available_numbers.remove(0)

        self.squares = []
        self.rows = []
        self.columns = []

        self.initiate_containers()
Esempio n. 14
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    def background(self):
        self.screen.fill((100, 100, 100))

        x = 14
        y = 14
        for n in range(0, int(((250 * self.d) - 14) / 14)):
            for n in range(0, int(((150 * self.d) - 14) / 14)):
                pygame.draw.rect(self.screen, (50, 50, 50), (x, y, 14, 14), 1)
                y += 14
            x += 14
            y = 14

        if len(self.cells) == 0:
            x = 14
            y = 14
            for n in range(0, int(((250 * self.d) - 14) / 14)):
                for n in range(0, int(((150 * self.d) - 14) / 14)):
                    self.cells.append(Cell(self.screen, (x, y)))
                    y += 14
                x += 14
                y = 14
Esempio n. 15
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 def __init__(self, cells, *args, **kwargs):
     super(GrabbableGroundGroup, self).__init__(*args, **kwargs)
     self.starting_pos = None
     self.cells = cells
     #  Calculating offsets and initially placing widgets
     self.cell_widgets = shape_copy(self.cells)
     self.offsets = shape_copy(self.cells)
     y_midpoint = int(len(self.cells) / 2)
     for y in range(len(self.cells)):
         # Makes little sense to recalculate it every turn, but whatever
         x_midpoint = int(len(cells[y]) / 2)
         for x in range(len(cells[y])):
             self.offsets[y][x] = [
                 32 * (x - x_midpoint), 32 * (y - y_midpoint)
             ]
             if self.cells[y][x]:
                 self.cell_widgets[y][x] = FieldCell(
                     Cell(ground=self.cells[y][x]),
                     center_x=self.center_x + self.offsets[y][x][0],
                     center_y=self.center_y + self.offsets[y][x][1])
                 self.add_widget(self.cell_widgets[y][x])
     self.bind(pos=self.update_cells)
Esempio n. 16
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 def test_live_cells(self):
     cell = Cell(0, 0)
     cell.live()
     self.assertTrue(cell.alive)
Esempio n. 17
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 def test_dead_cells(self):
     cell = Cell(0, 0)
     cell.die()
     self.assertFalse(cell.alive)
import pygame
import gamefunctions as gf
from time import sleep
from settings import Settings
from cells import Cell
#---------------------------------------------------------------------------------------------------

cw_settings = Settings()

pygame.init()  #Creation of screen and stuff.
screen = gf.set_screen(cw_settings)
cells = Cell(cw_settings)

if __name__ == '__main__':
    '''Initialize the game'''
    while True:
        '''Loop for the game action.'''
        gf.check_events(cw_settings, cells)
        gf.cover_screen(cw_settings, screen)
        gf.update_screen(cw_settings, screen, cells)
        sleep(cw_settings.timeSleep)
Esempio n. 19
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#Axis
#Grid

#--- SHAPES -------------------------------------------------------------------
Blip('b1')
Kapla('k1', color=blue).offset(100,200)
Rect('r1', color=(0,1,1,1), w=100, h=300) # or just p2 if p1 = 0
Rect('hslider', color=red, w=100, h=300) # or just p2 if p1 = 0
# CShape(pac, Pacman)
# Shape(line (p1,p2)) # pr just p2 if p1 = 0                                    TODO
#s = Ghost(Color.blue).offset(0,0)                                              TODO

#--- CELLS --------------------------------------------------------------------
# shapes are added to the scene via an ordered list of Cells
# and thus displayed FIFO
Cell('c1', shape='b1')
Cell('c2', shape='b1')
print ''
print 'cells.lmnts viewed from c1', lmnts
#Cell(c2, cshapes='pac', peg=dk)  # possibly give either 2 or 3 coord or peg    TODO

#--- RULES --------------------------------------------------------------------
# ordrered list of rules.
# syntax : Rule(cell(s)=target shape(s), named rule args=value)
#Step('c1', dx=200, dy=20)
#Spin('c1', av=10)
#Bounce('hslider',rect=SCREEN)
#r4=Toggle(kwd=r3.bounced, toggle=r2.change_av)
#r5=
#randomize_color((Kapla_colors,10),[k])
Esempio n. 20
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 def test_div_by_zero(self):
     cell = Cell(1)
     self.assertRaises(ZeroAmount, cell.make_order, 0)
Esempio n. 21
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 def test_div_round(self):
     cell = Cell(3) / Cell(2)
     self.assertEqual(cell.amount, 1)
Esempio n. 22
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 def test_str(self):
     cell = Cell(0, 0)
     cell.live()
     self.assertEqual(u'\u25A0', str(cell))
     cell.die()
     self.assertEqual(u'\u25A1', str(cell))
Esempio n. 23
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import pygame
from settings import Setting
import functions as lf
from cells import Cell
from buttons import Button
from game_state import GameState

setting = Setting()
state = GameState()
pygame.init()
screen = pygame.display.set_mode((setting.screen_width, setting.screen_height),
                                 0, 32)
button = Button('./images/play.png', screen)
pygame.display.set_caption("GameofLife")
cell1 = Cell(setting.screen_width, setting.screen_height, setting.cell_edge)
FPSClock = pygame.time.Clock()

while True:

    "更新cells状态"

    button.blitbutton(state)
    lf.check_events(setting, button, state, cell1, screen)
    # 游戏开始后,更新所有细胞状态
    if state.active_flag:
        screen.fill((setting.dead_cell_color, setting.dead_cell_color,
                     setting.dead_cell_color))
        cell1.cell = cell1.live_or_dead()
        lf.change_color(screen, cell1, setting)
    pygame.display.flip()
    FPSClock.tick(setting.FPS)
Esempio n. 24
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 def f():
     return Cell(1) / Cell(0)
Esempio n. 25
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 def f():
     return Cell(1) - Cell(2)
Esempio n. 26
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#!/usr/bin/python
# -*- coding: iso-8859-1 -*-

from cells import Cell, set

Cell('c1')
Cell('c2')
print 'set (@c1) ', set
Esempio n. 27
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 def test_make_order(self):
     cell = Cell(3)
     self.assertEqual(cell.make_order(5), '***..')
     self.assertEqual(cell.make_order(3), '***')
     self.assertEqual(cell.make_order(2), "**\n*.")