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Game of life 2020
board.py
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board.py
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''' Game of Life Board Class Martin A. Aaberge Modified by Melvin to work on the CZ2020 badge ''' from .cell import Cell from time import time from random import randint, seed, choice import display class Board: def __init__(self , rows , columns): ''' constructor holds input from user and populates the grid with cells. ''' self._colour = 0x00FF00 self._colours = [0x00FF00,0x0000FF,0xFF0000,0xB8E986,0xF8B700,0x50E3C2,0xFE13D4,0x9013FE] self._state = "0000000000000000" self._state_count = 0 self._rows = rows self._columns = columns self._grid = [[Cell() for column_cells in range(self._columns)] for row_cells in range(self._rows)] self.generate_board() def draw_board(self): ''' method that draws the actual board in the terminal ''' state = "" print('\n'*1) for row_no, row in enumerate(self._grid): for col_no, column in enumerate(row): #print ('debug: ',col_no, row_no) if (column.get_print_character()): display.drawPixel(col_no, row_no, self._colour) state += "1" else: display.drawPixel(col_no, row_no, 0x000000) state += "0" print (column.get_print_character(),end='') print () # to create a new line pr. row. display.flush() # write to framebuffer # Check state result = 0 if (state == self._state): self._state_count = self._state_count + 1 if(self._state_count > 3): result = 1 if(state == "0000000000000000"): result = 1 else: self._state_count = 0 # Save state for next iteration self._state = state return result def generate_board(self): ''' method that sets the random state of all cells. ''' # reset state self._state = "0000000000000000" self._state_count = 0 print('************************\n* Generating new board *\n************************') # select next colour self._colour = choice(self._colours) # improve randomness (taken from Simon Says) seed( int( 1000000 * time() ) % 1000000) for row in self._grid: for column in row: # there is a 33% chance the cells spawn alive. chance_number = randint(0,2) if chance_number == 1: column.set_alive() def update_board(self): ''' method that updates the board based on the check of each cell pr. generation ''' #cells list for living cells to kill and cells to resurrect or keep alive goes_alive = [] gets_killed = [] for row in range(len(self._grid)): for column in range(len(self._grid[row])): #check neighbour pr. square: check_neighbour = self.check_neighbour(row , column) living_neighbours_count = [] for neighbour_cell in check_neighbour: #check live status for neighbour_cell: if neighbour_cell.is_alive(): living_neighbours_count.append(neighbour_cell) cell_object = self._grid[row][column] status_main_cell = cell_object.is_alive() #If the cell is alive, check the neighbour status. if status_main_cell == True: if len(living_neighbours_count) < 2 or len(living_neighbours_count) > 3: gets_killed.append(cell_object) if len(living_neighbours_count) == 3 or len(living_neighbours_count) == 2: goes_alive.append(cell_object) else: if len(living_neighbours_count) == 3: goes_alive.append(cell_object) #sett cell statuses for cell_items in goes_alive: cell_items.set_alive() for cell_items in gets_killed: cell_items.set_dead() def check_neighbour(self, check_row , check_column): ''' method that checks all the neighbours for all the cells and returns the list of the valid neighbours so the update method can set the new status ''' #how deep the search is: search_min = -1 search_max = 2 #empty list to append neighbours into. neighbour_list = [] for row in range(search_min,search_max): for column in range(search_min,search_max): neighbour_row = check_row + row neighbour_column = check_column + column valid_neighbour = True if (neighbour_row) == check_row and (neighbour_column) == check_column: valid_neighbour = False if (neighbour_row) < 0 or (neighbour_row) >= self._rows: valid_neighbour = False if (neighbour_column) < 0 or (neighbour_column) >= self._columns: valid_neighbour = False if valid_neighbour: neighbour_list.append(self._grid[neighbour_row][neighbour_column]) return neighbour_list