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main.py
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
from asciimatics.screen import Screen
from asciimatics.exceptions import ResizeScreenError, NextScene, StopApplication
from asciimatics.scene import Scene
from asciimatics.effects import Print, Effect, Stars
from asciimatics.renderers import Box
from asciimatics.widgets import Frame, Layout, Button, Divider, ListBox, Text
from asciimatics.event import KeyboardEvent
from time import sleep
from game_state import GameState
import os
import sys
class PauseEffect(Effect):
def __init__(self, screen, **kwargs):
super(PauseEffect, self).__init__(screen, **kwargs)
self._is_indicator_active = True
self._indicator_pos_x = self._prev_indicator_pos_x = screen.width // 2
self._indicator_pos_y = self._prev_indicator_pos_y = screen.height // 2
self._indicator_change_speed = 2
self._frame_counter = 0
def reset(self):
pass
def _update(self, frame_no):
model.is_running = False
self._prev_indicator_pos_y = self._indicator_pos_y
self._prev_indicator_pos_x = self._indicator_pos_x
self._screen.wait_for_input(0.1)
event = self._screen.get_event()
if event and isinstance(event, KeyboardEvent):
if event.key_code == Screen.KEY_UP:
self._move_up()
elif event.key_code == Screen.KEY_DOWN:
self._move_down()
elif event.key_code == Screen.KEY_RIGHT:
self._move_right()
elif event.key_code == Screen.KEY_LEFT:
self._move_left()
elif event.key_code == 112:
model.is_running = True
raise NextScene("Play")
elif event.key_code == 113:
raise StopApplication("Quit")
elif event.key_code == 109:
raise NextScene("MainMenu")
elif event.key_code == 32:
self._check_and_set()
elif event.key_code == 115:
raise NextScene("SaveMenu")
self._screen.print_at(
' ', self._prev_indicator_pos_x, self._prev_indicator_pos_y)
if not self._is_indicator_active:
self._screen.print_at(
' ', self._indicator_pos_x, self._indicator_pos_y)
for pos in model.dead_cells:
if is_visible(self._screen.height, self._screen.width, pos[0], pos[1]):
self._screen.print_at(' ', pos[0], pos[1])
for pos in model.active_cells:
if is_visible(self._screen.height, self._screen.width, pos[0], pos[1]):
self._screen.print_at('X', pos[0], pos[1])
if self._is_indicator_active:
self._screen.print_at(
'█', self._indicator_pos_x, self._indicator_pos_y)
if self._frame_counter == self._indicator_change_speed:
self._is_indicator_active = not self._is_indicator_active
self._frame_counter = 0
else:
self._frame_counter += 1
model.update_cells()
@property
def stop_frame(self):
return self._stop_frame
def _move_right(self):
if self._indicator_pos_x < self._screen.width - 2:
self._indicator_pos_x += 1
else:
model.active_cells = model.shift_cells(1, 0)
def _move_left(self):
if self._indicator_pos_x > 1:
self._indicator_pos_x -= 1
else:
model.active_cells = model.shift_cells(-1, 0)
def _move_up(self):
if self._indicator_pos_y > 1:
self._indicator_pos_y -= 1
else:
model.active_cells = model.shift_cells(0, -1)
def _move_down(self):
if self._indicator_pos_y < self._screen.height - 3:
self._indicator_pos_y += 1
else:
model.active_cells = model.shift_cells(0, 1)
def _check_and_set(self):
indicator_pos = (self._indicator_pos_x, self._indicator_pos_y)
if indicator_pos in model.active_cells:
model.active_cells.remove(indicator_pos)
else:
model.active_cells.add(indicator_pos)
class BgEffect(Effect):
def __init__(self, screen, **kwargs):
super(BgEffect, self).__init__(screen, **kwargs)
def reset(self):
pass
def _update(self, frame_no):
for pos in model.active_cells:
if is_visible(self._screen.height, self._screen.width, pos[0], pos[1]):
self._screen.print_at('X', pos[0], pos[1])
@property
def stop_frame(self):
return self._stop_frame
class PlayEffect(Effect):
def __init__(self, screen, **kwargs):
super(PlayEffect, self).__init__(screen, **kwargs)
def reset(self):
pass
def _update(self, frame_no):
self._screen.wait_for_input(0.1)
event = self._screen.get_event()
if event and isinstance(event, KeyboardEvent):
if event.key_code == Screen.KEY_UP:
model.active_cells = model.shift_cells(0, -2)
elif event.key_code == Screen.KEY_DOWN:
model.active_cells = model.shift_cells(0, 2)
elif event.key_code == Screen.KEY_RIGHT:
model.active_cells = model.shift_cells(2, 0)
elif event.key_code == Screen.KEY_LEFT:
model.active_cells = model.shift_cells(-2, 0)
elif event.key_code == 112:
model.is_running = False
raise NextScene("Pause")
elif event.key_code == 113:
raise StopApplication("Quit")
elif event.key_code == 109:
raise NextScene("MainMenu")
for pos in model.dead_cells:
if is_visible(self._screen.height, self._screen.width, pos[0], pos[1]):
self._screen.print_at(' ', pos[0], pos[1])
for pos in model.active_cells:
if is_visible(self._screen.height, self._screen.width, pos[0], pos[1]):
self._screen.print_at('X', pos[0], pos[1])
model.update_cells()
@property
def stop_frame(self):
return self._stop_frame
class Print_at(Effect):
def __init__(self, screen, text, x, y, **kwargs):
super(Print_at, self).__init__(screen, **kwargs)
self._text = text
self._x = x
self._y = y
def reset(self):
pass
def _update(self, frame_no):
self._screen.print_at(self._text, self._x, self._y)
@property
def stop_frame(self):
return self._stop_frame
class MainMenu(Frame):
def __init__(self, screen):
super(MainMenu, self).__init__(
screen,
screen.height * 2 // 3,
screen.width * 2 // 3,
can_scroll=False,
title="Conway's Game of Life"
)
layout1 = Layout([3], fill_frame=True)
self.add_layout(layout1)
layout1.add_widget(
Divider(draw_line=False, height=screen.height * 2 // 8))
layout1.add_widget(Button("Start empty", self._on_click_start))
layout1.add_widget(Button("Select config", self._on_click_config))
layout1.add_widget(Button("Quit", self._on_click_quit))
self.fix()
def _on_click_quit(self):
raise StopApplication("Quit")
def _on_click_config(self):
raise NextScene("SelectConfig")
def _on_click_start(self):
global model
model = GameState(set())
raise NextScene("Pause")
class SelectConfigMenu(Frame):
def __init__(self, screen):
super(SelectConfigMenu, self).__init__(
screen,
screen.height // 3,
screen.width // 3,
can_scroll=False,
title="Select available config",
hover_focus=True
)
layout1 = Layout([100], fill_frame=True)
self.add_layout(layout1)
self._list_view = self._get_files()
layout1.add_widget(self._list_view)
self.fix()
def _get_files(self):
files = []
try:
for file in os.listdir("./examples"):
if file.endswith(".life"):
files.append(file)
except Exception:
pass
options = []
for i, file in enumerate(files):
options.append((file, i + 1))
options.append(('Return to main menu', len(files) + 1))
return ListBox(
len(files) + 1,
options,
on_select=self._on_pick,
add_scroll_bar=True
)
def _on_pick(self):
if self._list_view._value == self._list_view._required_height:
raise NextScene("MainMenu")
else:
cells = self._read_config(
'./examples/' + self._list_view._options[self._list_view._value - 1][0])
global model
model = GameState(cells)
raise NextScene("Pause")
def _read_config(self, path: str) -> set:
cells = set()
with open(path) as f:
first_line = f.readline()
for line in f:
line = line.strip()
pos = list(map(int, line.split()))
cells.add((pos[0], pos[1]))
return cells
class SaveMenu(Frame):
def __init__(self, screen):
super(SaveMenu, self).__init__(
screen,
screen.height // 3,
screen.width // 3,
can_scroll=False,
title="Save current config",
hover_focus=True
)
self._layout = Layout([2], fill_frame=True)
self.add_layout(self._layout)
self._layout.add_widget(Divider(draw_line=False, height=1))
self._layout.add_widget(Text("Name:", "filename"))
self._layout.add_widget(Divider(draw_line=False, height=2))
self._layout.add_widget(Button("OK", self._on_click_ok, add_box=True))
self._layout.add_widget(
Button("Cancel", self._on_click_cancel, add_box=True))
self.fix()
def _on_click_ok(self):
filename_widget = self._layout.find_widget("filename")
if (filename_widget.value == ""):
pass
else:
try:
with open("./examples/" + filename_widget.value + ".life", "w") as f:
f.write("#Life 1.06\n")
for cell in model.active_cells:
f.write(f'{cell[0]} {cell[1]}\n')
except Exception:
pass
raise NextScene("Pause")
def _on_click_cancel(self):
raise NextScene("Pause")
def is_visible(max_height, max_width, x, y):
return ((x < max_width - 1) and
(x > 0) and
(y > 0) and
(y < max_height - 2))
model = GameState(set())
def gol(screen):
play_effects = [
Print(screen,
Box(screen.width, screen.height - 1, uni=screen.unicode_aware), 0, 0, colour=5),
Print_at(screen, "Q to quit P to pause ARROWS to move M to main menu",
1, screen.height - 1),
PlayEffect(screen),
]
pause_effects = [
Print(screen,
Box(screen.width, screen.height - 1, uni=screen.unicode_aware), 0, 0, colour=3),
Print_at(screen, "Q to quit P to start ARROWS to move M to main menu SPACE to add/remove S to save config", 1, screen.height - 1),
PauseEffect(screen),
]
scenes = [
Scene([Stars(screen, (screen.width + screen.height) // 2),
MainMenu(screen)], -1, name="MainMenu"),
Scene([Stars(screen, (screen.width + screen.height) // 2),
SelectConfigMenu(screen)], -1, name="SelectConfig"),
Scene(play_effects, -1, name="Play"),
Scene(pause_effects, -1, name="Pause"),
Scene([BgEffect(screen), SaveMenu(screen)], -1, name="SaveMenu")
]
screen.play(scenes, stop_on_resize=True)
if __name__ == "__main__":
while True:
try:
Screen.wrapper(gol)
sys.exit(0)
except ResizeScreenError:
pass