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teaching:progappchim:game_of_life_conway-2012

Jeu de la vie de Conway

Référence plus récente pour un autre travail : Game of Life with Python

#!/usr/bin/env python 
# -*- coding: utf-8 -*-
"""A minimal implementation of Conway's Game of Life.

source : http://www.exolete.com/code/life
modified by par Jérémie Knoops, BA2 chimie UMONS, 2011-2012
cf. http://fr.wikipedia.org/wiki/Jeu_de_la_vie
& http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
Each cell's survival depends on the number of occupied nearest and
next-nearest neighbours (calculated in Grid::step). A living cell dies
of overcrowding or loneliness if it has more than three or fewer than
two neighbours; a dead cell is brought to life if it has exactly three
neighbours (determined in Cell::setNextState).
    Iain Haslam, June 2005.
""" 
from Tkinter import *
import time

#========== Definition des cellules =============
class Cell(Label):
    DEAD = 0
    LIVE = 1
  
    def __init__(self,parent):
        Label.__init__(self,parent,relief="raised",width=2,borderwidth=1)
        self.bind("<Button-1>", self.toggle)
        self.displayState(Cell.DEAD)

    def toggle(self,event):
        self.displayState(1-self.state)

    def setNextState(self,numNeighbours):
        """Work out whether this cell will be alive at the next iteration.""" 
        if self.state==Cell.LIVE and \
            (numNeighbours>3 or numNeighbours<2):
            self.nextState = Cell.DEAD
        elif self.state==Cell.DEAD and numNeighbours==3:
            self.nextState = Cell.LIVE
        else:
            self.nextState = self.state

    def stepToNextState(self):
        self.displayState(self.nextState)

    def displayState(self,newstate):
        self.state = newstate
        if self.state==Cell.LIVE:
            self["bg"] = "black" 
        else:
            self["bg"] = "white"

#========== Definition de la grille =============
class Grid:
    def __init__(self,parent,sizex,sizey):
        self.sizex = sizex
        self.sizey = sizey
        #numpy.zeros(sizex,sizey) is a better choice,
        #but an additional dependency might be rude...
        self.cells = []
        for a in range(0,self.sizex):
            rowcells = []
            for b in range(0,self.sizey):
                c = Cell(parent)
                c.grid(row=b, column=a)
                rowcells.append(c)
            self.cells.append(rowcells)
        
    def step(self):
        """Calculate then display the next iteration of the game of life.
 
        This function uses wraparound boundary conditions.
        """ 
        cells = self.cells
        for x in range(0,self.sizex):
            if x==0: x_down = self.sizex-1
            else: x_down = x-1
            if x==self.sizex-1: x_up = 0
            else: x_up = x+1
            for y in range(0,self.sizey):
                if y==0: y_down = self.sizey-1
                else: y_down = y-1
                if y==self.sizey-1: y_up = 0
                else: y_up = y+1
                sum = cells[x_down][y].state + cells[x_up][y].state + \
                    cells[x][y_down].state + cells[x][y_up].state + \
                    cells[x_down][y_down].state + cells[x_up][y_up].state + \
                    cells[x_down][y_up].state + cells[x_up][y_down].state
                cells[x][y].setNextState(sum)
        for row in cells:
            for Cell in row:
                Cell.stepToNextState()
        print self.calc()
        
    def clear(self):
        for row in self.cells:
            for Cell in row:
                Cell.displayState(Cell.DEAD)
     
    def modify(self,Coord):
        self.clear()
        for (x,y) in Coord:
            self.cells[x][y].displayState(Cell.LIVE)
 
    def calc(self):
        n=0
        for row in self.cells:
            for Cell in row:
                if Cell.state==Cell.LIVE:
                    n=n+1
        return n
        
    def multistep(self):
        text1=KBvar1.get()
        try:
            ns=int(text1)
        except ValueError:
            ns = 1
        text2=KBvar2.get()
        try:
            delay=int(text2)
        except ValueError:
            delay = 0         
        for a in range(ns):         
            time.sleep(delay)
            self.step()
            self.update()

    def update(self):
        for row in self.cells:
                for Cell in row:
                    Cell.update_idletasks()

#========== Programme principal =============
root = Tk()  
if __name__ == "__main__":
    Figures=[("Blinker",((0,1),(1,1),(2,1))),("Glider",((0,2),(1,0),(2,1),(1,2),(2,2))),("R-Pentomino",((0,1),(1,0),(1,1),(1,2),(2,0)))]
    upframe = Frame(root)
    upframe.grid(row=0,column=0)
    middleFrame =Frame(root)
    middleFrame.grid(row=1,column=0)
    bottomFrame= Frame(root)
    bottomFrame.grid(row=2,column=0)
    gr = Grid(upframe,30,30)
    
    for i,fig in enumerate(Figures):
          Button(middleFrame,
                  text=fig[0],
                  command=lambda toto=fig:
                    gr.modify(toto[1])). \
                    grid(row=i,column=0)

    ###ajout
    textlab1=Label(middleFrame, text='Number of steps:', width=15, height=2, fg="black")
    textlab1.grid(row=0,column=1)
    KBvar1=StringVar()
    KB1=Entry(middleFrame,textvariable=KBvar1,width=5)
    KB1.grid(row=0,column=2)
    textlab2=Label(middleFrame, text='Delay(sec):', width=15, height=2, fg="black")
    textlab2.grid(row=1,column=1)
    KBvar2=StringVar()
    KB2=Entry(middleFrame,textvariable=KBvar2,width=5)
    KB2.grid(row=1,column=2)
    ###
    buttonStep = Button(bottomFrame,text="Step",command=gr.multistep)
    buttonStep.grid(row=1,column=1)
    buttonCalc = Button(bottomFrame,text="Calculate",command=gr.calc)
    buttonCalc.grid(row=1,column=2)
    buttonClear = Button(bottomFrame,text="Clear",command=gr.clear)
    buttonClear.grid(row=1,column=3)
    buttonQuit = Button(bottomFrame,text="Quit",command=root.destroy)
    buttonQuit.grid(row=1,column=4)

    root.mainloop()

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teaching/progappchim/game_of_life_conway-2012.txt · Dernière modification: 2015/10/16 12:05 par villersd