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world.py
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world.py
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import pymunk
from pymunk.vec2d import Vec2d
import pymunk.pygame_util
import pygame
import pygame.gfxdraw
import pygame.transform
import random
import time
from other.pygame_pymunk_translation import (
draw_pymunk_circle,
draw_pymunk_segments,
draw_pymunk_poly,
)
from cell.cell import Cell
from molecules.food_molecule import FoodMolecule
class World:
def __init__(self):
self.width = 1000
self.height = 1000
self.max_width = 2000
self.max_height = 2000
self.screen = pygame.display.set_mode((self.width, self.height))
self.options = pymunk.pygame_util.DrawOptions(self.screen)
self.space = pymunk.Space()
self.space.damping = 0.7
first_cell = Cell(self)
self.cells = [first_cell]
self.space.add(first_cell.shape.body, first_cell.shape)
self.molecules = []
self.camera_zoom = 0
self.camera_position = Vec2d(0, 0)
def borders(self):
pass
# floor = pymunk.Body(0, 0, body_type=pymunk.Body.KINEMATIC)
# floor.position = width / 2, 0
# floor_poly = pymunk.Poly.create_box(floor, (width, 10))
# space.add(floor, floor_poly)
# right_wall = pymunk.Body(0, 0, body_type=pymunk.Body.KINEMATIC)
# right_wall.position = width, height / 2
# right_wall_poly = pymunk.Poly.create_box(right_wall, (10, height))
# space.add(right_wall, right_wall_poly)
# roof = pymunk.Body(0, 0, body_type=pymunk.Body.KINEMATIC)
# roof.position = width / 2, height
# roof_poly = pymunk.Poly.create_box(roof, (width, 10))
# space.add(roof, roof_poly)
# left_wall = pymunk.Body(0, 0, body_type=pymunk.Body.KINEMATIC)
# left_wall.position = 0, height / 2
# left_wall_poly = pymunk.Poly.create_box(left_wall, (10, height))
# space.add(left_wall, left_wall_poly)
def run(self):
pygame.init()
count = 0
last_time = time.time()
last_molecule_time = time.time()
done = False
while not done:
self.screen.fill((0, 0, 0))
current_time = time.time()
elapsed_time = current_time - last_time
last_time = current_time
self.space.step(elapsed_time)
curr_molecule_time = time.time()
elapsed_molecule_time = curr_molecule_time - last_molecule_time
if elapsed_molecule_time > 2:
init_molecule_pos = Vec2d(
random.uniform(-2000, 2000), random.uniform(-2000, 2000)
)
new_molecule = FoodMolecule(init_position=init_molecule_pos)
self.molecules.append(new_molecule)
self.space.add(new_molecule.shape.body, new_molecule.shape)
last_molecule_time = time.time()
for molecule in self.molecules:
draw_pymunk_circle(
molecule.shape,
self.screen,
scale=self.camera_zoom,
camera_position=self.camera_position,
)
for cell in self.cells:
cell.move()
for cell in self.cells:
draw_pymunk_circle(
cell.shape,
self.screen,
scale=self.camera_zoom,
camera_position=self.camera_position,
)
for cell in self.cells:
for mitochondrion in cell.mitochondria:
for snake_part in mitochondrion.snake:
draw_pymunk_poly(
snake_part,
self.screen,
relative_to=cell.shape.body.position,
scale=self.camera_zoom,
camera_position=self.camera_position,
)
for ATP in cell.ATP:
draw_pymunk_circle(
ATP.shape,
self.screen,
relative_to=cell.shape.body.position,
scale=self.camera_zoom,
camera_position=self.camera_position,
)
for food_molecule in cell.molecules:
draw_pymunk_circle(
food_molecule.shape,
self.screen,
relative_to=cell.shape.body.position,
scale=self.camera_zoom,
camera_position=self.camera_position,
)
draw_pymunk_circle(
cell.nucleus.shape,
self.screen,
relative_to=cell.shape.body.position,
scale=self.camera_zoom,
camera_position=self.camera_position,
)
for cell in self.cells:
cell.time_step()
for cell in self.cells:
new_cell = cell.split_check()
if new_cell != None:
self.cells.append(new_cell)
self.space.add(new_cell.shape.body, new_cell.shape)
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.camera_position.x += 1 * (self.camera_zoom ** 10 + 1)
if keystate[pygame.K_RIGHT]:
self.camera_position.x -= 1 * (self.camera_zoom ** 10 + 1)
if keystate[pygame.K_UP]:
self.camera_position.y -= 1 * (self.camera_zoom ** 10 + 1)
if keystate[pygame.K_DOWN]:
self.camera_position.y += 1 * (self.camera_zoom ** 10 + 1)
if keystate[pygame.K_a]:
print("key pressed")
if keystate[pygame.K_d]:
print("key pressed")
if keystate[pygame.K_w]:
print("key pressed")
if keystate[pygame.K_s]:
print("key pressed")
if keystate[pygame.K_z]:
print("z key pressed")
self.camera_zoom += 0.01
if keystate[pygame.K_x]:
print("x key pressed")
self.camera_zoom -= 0.01
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
cell = Cell(self)
self.space.add(cell.shape.body, cell.shape)
self.cells.append(cell)
print("Space pressed")
pygame.display.flip()