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CellularAutomata.py
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CellularAutomata.py
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import pygame, random
import os
# Colors
BLACK = (21, 0, 26)
WHITE = (255, 255, 255)
GRAY = (50, 50, 50)
ABRICOT = (210, 149, 53)
AQUA = (107, 238, 221)
viridis_colors = [
(68, 1, 84), # Dark blue/purple
(59, 82, 139), # Blue
(33, 144, 141), # Cyan
(92, 200, 99), # Green
(253, 231, 37) # Yellow
]
# Screen/Pixel Sizes
WIN_SIZE = 1280 # Size of the application (Change to simulate more)
CELL_SIZE = 6 # Size of each cell in the grid (Change to simulate more)
GRID_SIZE = WIN_SIZE // CELL_SIZE
# Misc Variable
TOTAL_TURNS = 10 # Total turns for the gradient transition
current_turn = 0
use_moore_neighborhood = True
# Create Random Starting Grid
def init_grid():
return [[(random.random() < 0.50, 0) for _ in range(GRID_SIZE)] for _ in range(GRID_SIZE)]
# Moore Neighborhood
def count_neighbors_moore(grid, x, y):
count = 0
for i in range(-1, 2):
for j in range(-1, 2):
if (i != 0 or j != 0) and 0 <= x + i < GRID_SIZE and 0 <= y + j < GRID_SIZE:
count += grid[x + i][y + j][0]
return count
# Von Neumann Neighborhood
def count_neighbors_von_neumann(grid, x, y):
count = 0
for dx, dy in [(0, 1), (1, 0), (0, -1), (-1, 0)]:
nx, ny = x + dx, y + dy
if 0 <= nx < GRID_SIZE and 0 <= ny < GRID_SIZE:
count += grid[nx][ny][0]
return count
# Update Grid
def update_grid(grid):
# Create Empty Temporary Array
new_grid = [[(False, 0) for _ in range(GRID_SIZE)] for _ in range(GRID_SIZE)]
# Loop Logic
for x in range(GRID_SIZE):
for y in range(GRID_SIZE):
# Choose the appropriate neighbor counting function
neighbors = count_neighbors_moore(grid, x, y) if use_moore_neighborhood else count_neighbors_von_neumann(grid, x, y)
alive, age = grid[x][y]
# Moore Neighborhood
if use_moore_neighborhood == True:
if alive:
# Kill cell from age
if neighbors in [2, 3] and age == TOTAL_TURNS:
new_grid[x][y] = (False, 0)
# Cell stays alive and age increases
elif neighbors in [2, 3]:
new_grid[x][y] = (True, age + 1)
# 10% chance for the cell to "reproduce"
elif neighbors in [1]:
chance = random.random() < 0.10
new_grid[x][y] = (chance, 1 if chance else 0)
else:
# Cell dies, reset age
new_grid[x][y] = (False, 0)
else:
# Cell comes to life, age is 1
if neighbors == 3:
new_grid[x][y] = (True, 1)
# Cell stays dead
else:
new_grid[x][y] = (False, 0)
# Von Neumann Neighborhood
else:
if alive:
# Cell explodes
if age == TOTAL_TURNS:
chance_explo = random.random() < 0.50
if chance_explo == True:
new_grid[x][y] = (False, 0)
# Make immediate neighbors
for dx, dy in [(0, 1), (1, 0), (0, -1), (-1, 0)]:
nx, ny = x + dx, y + dy
if 0 <= nx < GRID_SIZE and 0 <= ny < GRID_SIZE:
chance = random.random() < 0.50
new_grid[nx][ny] = (chance, 1 if chance else 0)
# Neighborhood Logic
else:
new_grid[x][y] = (True, 10)
elif neighbors in [2, 3]:
# Cell comes to life, age is 1
new_grid[x][y] = (True, age + 1)
else:
# Cell dies, reset age
new_grid[x][y] = (False, 0)
else:
# Cell comes to life, age is 1
if neighbors == 3:
new_grid[x][y] = (True, 1)
# Cell stays dead
else:
new_grid[x][y] = (False, 0)
return new_grid
"""
Calculates color gradient based on the current turn.
:param total_turns: The total number of turns for full transition.
:param current_turn: The current turn.
:return: The gradient color as a tuple.
"""
def gradient_viridis(total_turns, current_turn):
# Determine the current turn in relation to the total turns
factor = current_turn / total_turns
# Calculate which two colors to switch between
num_colors = len(viridis_colors)
start_index = int(factor * (num_colors - 1))
end_index = min(start_index + 1, num_colors - 1)
# Calculate the interpolation factor between the two selected colors
local_factor = (factor * (num_colors - 1)) % 1
# Switch between the two colors
start_color = viridis_colors[start_index]
end_color = viridis_colors[end_index]
new_color = [start_color[i] + (end_color[i] - start_color[i]) * local_factor for i in range(3)]
return tuple(int(c) for c in new_color)
# Initialize Pygame
pygame.init()
smallfont = pygame.font.SysFont('Corbel',25, bold=True)
quit_text = smallfont.render('QUIT', True, BLACK)
play_pause_text = smallfont.render("Play/Pause", True, BLACK)
neighborhood_text = smallfont.render("Switch Neighborhood", True, BLACK)
reset_text = smallfont.render("Reset", True, BLACK)
# Set up the screen
screen = pygame.display.set_mode((WIN_SIZE, (WIN_SIZE + 50)))
pygame.display.set_caption("Conway's Game of Life")
# Game state variables
grid = init_grid()
running = False
done = False
clock = pygame.time.Clock()
# Main program loop
while not done:
# Event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
if quit_button.collidepoint(mouse_x, mouse_y):
done = True
if play_pause_button.collidepoint(mouse_x, mouse_y):
running = not running
if neighborhood_button.collidepoint(mouse_x, mouse_y):
use_moore_neighborhood = not use_moore_neighborhood
if reset_button.collidepoint(mouse_x, mouse_y):
grid = init_grid()
# Mouse Position
mouse = pygame.mouse.get_pos()
# Background
screen.fill(BLACK)
bar = pygame.Rect(WIN_SIZE - 1280, WIN_SIZE, 1280, 50)
pygame.draw.rect(screen, GRAY, bar)
# Quit Button
quit_button = pygame.Rect(WIN_SIZE - 150, WIN_SIZE + 10, 100, 30)
pygame.draw.rect(screen, WHITE if quit_button.collidepoint(mouse) else AQUA, quit_button)
screen.blit(quit_text, (WIN_SIZE - 130, WIN_SIZE + 13))
# Play / Pause button
play_pause_button = pygame.Rect(WIN_SIZE - 1260, WIN_SIZE + 10, 130, 30)
pygame.draw.rect(screen, WHITE if play_pause_button.collidepoint(mouse) else AQUA, play_pause_button)
screen.blit(play_pause_text, (WIN_SIZE - 1255, WIN_SIZE + 13))
# Switch Button
neighborhood_button = pygame.Rect(WIN_SIZE - 1120, WIN_SIZE + 10, 250, 30)
if use_moore_neighborhood == True:
pygame.draw.rect(screen, WHITE if neighborhood_button.collidepoint(mouse) else AQUA, neighborhood_button)
else:
pygame.draw.rect(screen, WHITE if neighborhood_button.collidepoint(mouse) else ABRICOT, neighborhood_button)
screen.blit(neighborhood_text, (WIN_SIZE - 1115, WIN_SIZE + 13))
# Reset Button
reset_button = pygame.Rect(WIN_SIZE - 260, WIN_SIZE + 10, 90, 30)
pygame.draw.rect(screen, WHITE if reset_button.collidepoint(mouse) else ABRICOT, reset_button)
screen.blit(reset_text, (WIN_SIZE - 247, WIN_SIZE + 13))
# Update Grid
if running:
grid = update_grid(grid)
# Draw Grid Updates
for x in range(GRID_SIZE):
for y in range(GRID_SIZE):
rect = pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)
alive, age = grid[x][y]
if alive:
age_capped = min(age, TOTAL_TURNS)
cell_color = gradient_viridis(TOTAL_TURNS, age_capped)
pygame.draw.rect(screen, cell_color, rect, 0)
else:
pygame.draw.rect(screen, BLACK, rect, 0)
pygame.draw.rect(screen, BLACK, rect, 1)
pygame.display.flip()
clock.tick(30)
# Quit Pygame
pygame.quit()