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import math | |
import random | |
from typing import NamedTuple, Literal, Callable | |
import pygame | |
from PIL import Image | |
import numpy as np | |
type Pos = tuple[int, int] | |
type Color = tuple[int, int, int] | str | |
type BlockType = Literal['solid', 'sand', 'liquid'] | |
class OutOfBounds: | |
pass | |
class View(NamedTuple): | |
x: int | |
y: int | |
width: int | |
height: int | |
class Block: | |
def __init__(self, color: Color, type: BlockType = 'solid'): | |
self.color = color | |
self.type = type | |
class World: | |
def __init__(self, width: int, height: int): | |
self.width = width | |
self.height = height | |
self.grid: list[list[None | Block]] = [[None] * self.width for _ in range(self.height)] | |
self.build_world() | |
def build_world(self): | |
for x in range(self.width): | |
self.grid[self.height - 1][x] = Block('white') | |
self.grid[self.height - 2][x] = Block('white') | |
for y in range(3, 20): | |
self.grid[self.height - y][0] = Block('white') | |
self.grid[self.height - y][self.width - 1] = Block('white') | |
def spawn(self, factory: Callable[[], Block], pos: Pos, radius: int = 0): | |
if radius < 1: | |
raise ValueError('radius must be 1 or greater') | |
x, y = pos | |
if radius == 0: | |
if self.get(x, y) is None: | |
self.set(x, y, factory()) | |
return | |
for dy in range(-radius, radius + 1): | |
for dx in range(-radius, radius + 1): | |
if math.dist((0, 0), (dx / radius, dy / radius)) <= 1.0: | |
nx, ny = x + dx, y + dy | |
if self.get(nx, ny) is None: | |
self.set(nx, ny, factory()) | |
def in_range(self, x: int, y: int): | |
return 0 <= x < self.width and 0 <= y < self.height | |
def get(self, x, y) -> None | Block | type[OutOfBounds]: | |
if not self.in_range(x, y): | |
return OutOfBounds | |
return self.grid[y][x] | |
def set(self, x, y, value: None | Block): | |
self.grid[y][x] = value | |
def update_blocks(self): | |
sand_deltas = [(0, 1), (-1, 1), (1, 1)] | |
water_deltas = [(0, 1), (-1, 1), (1, 1), (-1, 0), (1, 0)] | |
skip = set() | |
for y in range(self.height - 1, -1, -1): | |
for x in range(self.width): | |
if (x, y) in skip: | |
continue | |
block = self.grid[y][x] | |
if block is None or block.type == 'solid': | |
continue | |
if block.type == 'sand': | |
a = sand_deltas[0:1] | |
b = sand_deltas[1:3] | |
random.shuffle(b) | |
deltas = a + b | |
elif block.type == 'liquid': | |
a = water_deltas[0:1] | |
b = water_deltas[1:3] | |
c = water_deltas[3:5] | |
random.shuffle(b) | |
random.shuffle(c) | |
deltas = a + b + c | |
else: | |
continue | |
for dx, dy in deltas: | |
other_block = self.get(x + dx, y + dy) | |
if other_block is OutOfBounds: | |
continue | |
if other_block is None or block.type == 'sand' and other_block.type == 'liquid': | |
nx, ny = x + dx, y + dy | |
skip.add((nx, ny)) | |
self.set(nx, ny, block) | |
self.set(x, y, other_block) | |
# if they only move left and rigth, there is a slight chance they disappear. | |
if dy == 0 and random.randint(0, 100) == 0: | |
self.set(nx, ny, None) | |
break | |
def render(self, surf: pygame.Surface): | |
for y in range(self.height - 1, -1, -1): | |
for x in range(self.width): | |
block = self.grid[y][x] | |
if block is None: | |
continue | |
surf.set_at((x, y), block.color) | |
def main() -> None: | |
pygame.init() | |
screen = pygame.display.set_mode((512, 512)) | |
clock = pygame.Clock() | |
surf = pygame.Surface((128, 128)) | |
world = World(*surf.get_size()) | |
while True: | |
delta = clock.tick(60) / 1000 | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
return | |
if event.type == pygame.MOUSEBUTTONDOWN: | |
mx, my = event.pos | |
mx = int(mx / (screen.get_width() / world.width)) | |
my = int(my / (screen.get_height() / world.height)) | |
if event.button == 1: | |
world.spawn(lambda: Block('yellow', 'sand'), (mx, my), 2) | |
elif event.button == 3: | |
world.spawn(lambda: Block('blue', 'liquid'), (mx, my), 2) | |
world.update_blocks() | |
surf.fill('black') | |
world.render(surf) | |
screen.blit(pygame.transform.scale(surf, screen.get_size(), screen), (0, 0)) | |
pygame.display.flip() | |
if __name__ == '__main__': | |
main() |
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