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March 11, 2023 06:28
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Python + Pygame maze animation program - using generators as co-routines before it was trendy. (written in 2010, at LGM Brussels)
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#!/usr/bin/python | |
# -*- coding: utf-8 -*- | |
# Author: Jo?o S. O. Bueno | |
# Copyright: Jo?o 2010 - | |
# Created at LibreGraphicsMeeting 2010, Brussels | |
# | |
# This program is free software: you can redistribute it and/or modify | |
# it under the terms of the GNU General Public License as published by | |
# the Free Software Foundation; either version 3 of the License, or | |
# (at your option) any later version. | |
# | |
# This program is distributed in the hope that it will be useful, | |
# but WITHOUT ANY WARRANTY; without even the implied warranty of | |
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
# GNU General Public License for more details. | |
# | |
# You should have received a copy of the GNU General Public License | |
# along with this program. If not, see <http://www.gnu.org/licenses/>. | |
import pygame, random | |
FULLSCREEN = False | |
SIZE = 1024,720 | |
VSIZE = 64, 47 | |
MAX_THREADS = 50 | |
WIDTH = 5 | |
CHANCE = 0.3 | |
COLOR = (0,0,0) | |
def flip_coin(chance): | |
return random.uniform(0, 1) < chance | |
def init(): | |
global SIZE, VSIZE | |
pygame.init() | |
if FULLSCREEN: | |
SIZE = pygame.display.list_modes()[0] | |
VSIZE = SIZE[0]/32, SIZE[1]/24 | |
screen = pygame.display.set_mode(SIZE, pygame.FULLSCREEN) | |
else: | |
screen = pygame.display.set_mode(SIZE) | |
return screen | |
class Point(tuple): | |
def __add__(self, other): | |
return Point((self[0] + other[0], self[1] + other[1])) | |
def __mul__(self, other): | |
if hasattr(other, "__len__"): | |
return Point((self[0] * other[0], self[1] * other[1])) | |
else: | |
return Point((self[0] * other, self[1] * other)) | |
def __hash__(self): | |
return 10000 * int(self[0]) + int(self[1]) | |
def builder(x, y, points, color, possible_directions, surface, path=None): | |
scale = (SIZE[0] / VSIZE[0], SIZE[1] / VSIZE[1]) | |
current_point = Point((x,y)) | |
path = path if path is not None else [] | |
current_point, direction = builder_new_direction(possible_directions, | |
current_point, | |
points, path, True) | |
can_create = False | |
# First yield can't receive values, so | |
# we create a blank yield | |
if direction: | |
yield | |
while direction: | |
builder_draw(surface, color, current_point, direction, scale) | |
current_point = current_point + direction | |
current_point, direction = builder_new_direction(possible_directions, | |
current_point, | |
points, path, False) | |
if current_point and can_create: | |
new = current_point[0], current_point[1], path[-20:] | |
else: | |
new = False | |
can_create = yield new | |
def builder_draw(surface, color, current_point, direction, scale): | |
correction = (WIDTH // 2) * direction | |
pygame.draw.line(surface, color, current_point * scale, | |
(current_point + direction) * scale + correction, | |
WIDTH) | |
def builder_new_direction(possible_directions, current_point, points, path, starting): | |
while starting or path: | |
starting = False | |
directions = list(possible_directions) | |
random.shuffle(directions) | |
for direction in directions: | |
p = current_point + direction | |
if (p not in points) and 0 <= p[0] <= VSIZE[0] and 0 <= p[1] <= VSIZE[1]: | |
future = Point(current_point + direction) | |
points.add(future) | |
path.append(future) | |
return current_point, direction | |
current_point = path.pop() if path else None | |
return None, None | |
def maze(surface, color, possible_directions): | |
name = "Thread %d: " % random.randrange(1000) | |
points = set() | |
step = SIZE[0] / VSIZE[0] | |
threads = set() | |
b = builder(random.randrange(VSIZE[0]), | |
random.randrange(VSIZE[1]), | |
points, color, possible_directions, surface) | |
next(b) | |
threads.add(b) | |
old = False | |
while True: | |
to_die = set() | |
for thread in list(threads): | |
try: | |
can_create = (flip_coin(CHANCE) and | |
len(threads) < MAX_THREADS) | |
new = thread.send(can_create) | |
except StopIteration: | |
to_die.add(thread) | |
if new: | |
try: | |
new_thread = builder(new[0], new[1], | |
points, color, | |
possible_directions, surface, new[2]) | |
next(new_thread) | |
except StopIteration: | |
new = False | |
if len(threads) < MAX_THREADS and new: | |
threads.add(new_thread) | |
if len(threads) > MAX_THREADS * 0.8: | |
old = True | |
threads.difference_update(to_die) | |
if len(threads) < 3 and old: | |
break | |
yield None | |
def random_color(): | |
return tuple(random.randrange(256) for i in range(3)) | |
def fade(surface): | |
new_surface = pygame.Surface((surface.get_width(), surface.get_height())) | |
new_surface.fill((255,255,255)) | |
new_surface.set_alpha(128) | |
surface.blit(new_surface, (0,0)) | |
orientations = ([Point(p) for p in ((-1,0),(1,0),(0,1),(0,-1))], | |
[Point(p) for p in ((-1,-1),(1,-1),(1,1),(-1,1))]) | |
def main(screen): | |
mazes = set ((maze(screen, random_color(), random.choice(orientations)),)) | |
while True: | |
to_die = set() | |
for this_maze in mazes: | |
try: | |
next(this_maze) | |
except StopIteration: | |
to_die.add(this_maze) | |
if flip_coin(CHANCE / 10.0): | |
fade(screen) | |
m = maze(screen, random_color(), random.choice(orientations)) | |
mazes.add(m) | |
mazes.difference_update(to_die) | |
pygame.display.flip() | |
pygame.event.pump() | |
if pygame.key.get_pressed()[pygame.K_ESCAPE]: | |
raise KeyboardInterrupt | |
pygame.time.delay(30) | |
try: | |
screen = init() | |
pygame.draw.rect(screen, (255,255,255), screen.get_rect()) | |
main(screen) | |
except KeyboardInterrupt: | |
pygame.quit() |
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