Browse Source

game of life animation overhaul

master
informaniac 7 years ago
parent
commit
d51becbfc2
  1. 123
      generators/gameOfLife.py

123
generators/gameOfLife.py

@ -1,10 +1,9 @@
import sys
import ast import ast
import time as t
import random as r import random as r
import blup.animation from blup import frame
import blup.frame from blup import animation
import blup.writebml import blup.writebml
import argparse
r.seed() r.seed()
@ -16,81 +15,89 @@ COLORS = 3
DELAY = 300 DELAY = 300
DEAD = 0 DEAD = 0
DEADCOLOR = (0,0,0) DEAD_COLOR = (0, 0, 0)
ALIVE = 1 ALIVE = 1
ALIVECOLOR = (0,0,255) ALIVE_COLOR = (0, 0, 255)
dimension = blup.frame.FrameDimension(WIDTH, HEIGHT, COLOR_DEPTH, COLORS) dimension = frame.FrameDimension(WIDTH, HEIGHT, COLOR_DEPTH, COLORS)
animation = blup.animation.Animation(dimension) game_of_life_animation = animation.Animation(dimension)
def generate_rand_game_board():
board = []
for rows in range(HEIGHT):
x_coordinates = []
for cols in range(WIDTH):
x_coordinates.append(r.randint(0, 1))
board.append(x_coordinates)
return board
def generateRandomGameBoard():
gameBoard = []
for i in range(HEIGHT):
xCoordinates = []
for j in range(WIDTH):
xCoordinates.append(r.randint(0, 1))
gameBoard.append(xCoordinates)
return gameBoard
def get_neighbors(x, y): def get_neighbors(x, y):
for rowNumber in range(y-1, y+2): for rowNumber in range(y-1, y+2):
if 0 <= rowNumber < HEIGHT: if 0 <= rowNumber < HEIGHT:
for colNumber in range(x-1, x+2): for colNumber in range(x-1, x+2):
if 0 <= colNumber < WIDTH: if 0 <= colNumber < WIDTH:
if not (y==rowNumber and x==colNumber): if not (y == rowNumber and x == colNumber):
yield gameBoard[rowNumber][colNumber] yield game_board[rowNumber][colNumber]
if len(sys.argv) == 1:
gameBoard = generateRandomGameBoard() if __name__ == "__main__":
gameBoardIsSanitized = True argument_parser = argparse.ArgumentParser(description="Game of Life bml generator")
elif len(sys.argv) != 2: argument_parser.add_argument('-w', dest="world", type=list, default=None, help="pre-constructed world (optional)")
print("check args. found "+str(len(sys.argv))) argument_parser.add_argument('-o', dest="output_path", type=str, help="output file (mandatory)")
args = argument_parser.parse_args()
if args.output_path is None:
argument_parser.print_help()
exit() exit()
if not gameBoardIsSanitized: if args.world is None:
gameBoard = ast.literal_eval(sys.argv[1]) game_board = generate_rand_game_board()
else:
game_board = ast.literal_eval(args.world)
if len(gameBoard) != HEIGHT: if len(game_board) != HEIGHT:
print("len(gameBoard) != "+str(HEIGHT)+". counted "+str(len(gameBoard))) print("len(gameBoard) != " + str(HEIGHT) + ". counted " + str(len(game_board)))
exit() exit()
for i in gameBoard: for i in game_board:
if len(i) != WIDTH: if len(i) != WIDTH:
print("len(rows) != "+str(WIDTH)+". counted "+str(len(i))) print("len(rows) != "+str(WIDTH)+". counted "+str(len(i)))
exit() exit()
for frame in range(500): for frame in range(500):
# construct frame # construct frame
newframe = blup.animation.AnimationFrame(dimension, DELAY) new_frame = animation.AnimationFrame(dimension, DELAY)
for rowIndex in range(HEIGHT): for row_index in range(HEIGHT):
for colIndex in range(WIDTH): for col_index in range(WIDTH):
cellStatus = gameBoard[rowIndex][colIndex] cell_status = game_board[row_index][col_index]
if cellStatus == ALIVE: if cell_status == ALIVE:
newframe.setPixel(colIndex, rowIndex, ALIVECOLOR) new_frame.setPixel(col_index, row_index, ALIVE_COLOR)
else: else:
newframe.setPixel(colIndex, rowIndex, DEADCOLOR) new_frame.setPixel(col_index, row_index, DEAD_COLOR)
animation.addFrame(newframe) game_of_life_animation.addFrame(new_frame)
# calculate next step # calculate next step
gameBoardNextStep = [] next_game_board_step = []
lastGameBoard = gameBoard previous_game_board_step = game_board
for rowIndex in range(HEIGHT): for row_index in range(HEIGHT):
newRow = [] new_row = []
for colIndex in range(WIDTH): for col_index in range(WIDTH):
neighborList = list(get_neighbors(colIndex, rowIndex)) neighbor_list = list(get_neighbors(col_index, row_index))
aliveNeighbors = neighborList.count(1) alive_neighbors = neighbor_list.count(1)
if aliveNeighbors < 2: if alive_neighbors < 2:
newRow.append(DEAD) new_row.append(DEAD)
elif aliveNeighbors == 2: elif alive_neighbors == 2:
newRow.append(gameBoard[rowIndex][colIndex]) new_row.append(game_board[row_index][col_index])
elif aliveNeighbors == 3: elif alive_neighbors == 3:
newRow.append(ALIVE) new_row.append(ALIVE)
elif aliveNeighbors >= 4: elif alive_neighbors >= 4:
newRow.append(DEAD) new_row.append(DEAD)
gameBoardNextStep.append(newRow) next_game_board_step.append(new_row)
gameBoard = gameBoardNextStep game_board = next_game_board_step
if(gameBoard == lastGameBoard): if game_board == previous_game_board_step:
for i in range(20): for i in range(20):
animation.addFrame(newframe) game_of_life_animation.addFrame(new_frame)
break break
blup.writebml.writeBml(animation, '/home/pi/animations/gameOfLife.bml') blup.writebml.writeBml(game_of_life_animation, args.output_path)

Loading…
Cancel
Save