revert 3059e17622428b804e196941eb21719399a9208a
revert reorganizations.
This commit is contained in:
parent
3059e17622
commit
83ba8baba5
2
__init__.py
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2
__init__.py
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@ -0,0 +1,2 @@
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import os
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import sys
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@ -17,7 +17,7 @@
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"friction": 0.5,
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"friction": 0.5,
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"viscosity": 0,
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"viscosity": 0,
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"pressure": 0,
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"pressure": 0,
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"melt": "molten-glass",
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"melt": "molten-Glass",
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"melt_temperature": 1700,
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"melt_temperature": 1700,
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"conductive": false,
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"conductive": false,
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"liquid": false,
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"liquid": false,
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@ -22,9 +22,8 @@ The `clear_screen` function is used to reset the simulation grid and clear the d
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"""
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"""
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from config.settings import pygame, random, particle_properties, engine_settings
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from settings import pygame, random, particle_properties, engine_settings
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from typing import List, Dict
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import colorsys
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class Rendering:
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class Rendering:
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@ -11,22 +11,19 @@ The main function to run the Sandpypi program.
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This function initializes the Pygame environment, creates the simulation and rendering objects, and enters the main event loop.
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This function initializes the Pygame environment, creates the simulation and rendering objects, and enters the main event loop.
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It handles user input events such as mouse clicks, mouse wheel scrolling, and keyboard presses.
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It handles user input events such as mouse clicks, mouse wheel scrolling, and keyboard presses.
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It also updates the simulation, draws the particles, buttons, and other UI elements, and manages the settings menu.
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It also updates the simulation, draws the particles, buttons, and other UI elements, and manages the settings menu.
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The main loop runs at a target frame rate of 60 FPS (this fps varies on my mood and the testing), with the actual frame rate displayed in the debug overlay.
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The main loop runs at a target frame rate of 60 FPS, with the actual frame rate displayed in the debug overlay.
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"""
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"""
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import cProfile
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# Import Require files for the Engine.
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import pstats
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from config.settings import pygame, cProfile, pstats, engine_settings
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from settings import pygame, engine_settings
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from rendering import Rendering
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from rendering.rendering import Rendering
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from physics.sim import Simulation
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"""
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"""
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This is for the future physics engine until i figure out a better method used for testing right now.
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This is for the future physics engine until i figure out a better method used for testing right now.
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#import os
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#import os
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#import sys
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#import sys
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#sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
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#sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
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"""
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"""
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from sim import Simulation
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def update_simulation(sim, dt, engine_settings):
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def update_simulation(sim, dt, engine_settings):
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"""Update simulation state"""
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"""Update simulation state"""
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@ -181,7 +178,7 @@ def main():
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screen.fill((0, 0, 0))
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screen.fill((0, 0, 0))
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fps = clock.get_fps()
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fps = clock.get_fps()
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dt = clock.tick(60) / 1000
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dt = clock.tick(1000) / 1000
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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mouse_pos = pygame.mouse.get_pos()
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mouse_pos = pygame.mouse.get_pos()
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zoom_active = keys[pygame.K_z]
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zoom_active = keys[pygame.K_z]
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47
settings.py
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47
settings.py
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"""
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#File Name: settings.py
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Global settings and imports for the project.
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This module defines various settings for the game engine, such as enabling or disabling the cursor, glow effect, gas effect, debug mode, and FPS display. It also provides a function to load particle properties from a JSON file.
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The `engine_settings` dictionary contains the configurable settings for the game engine. These settings can be used to customize the behavior of the game.
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The `load_particle_properties()` function attempts to load particle properties from a 'particles.json' file. If the file is not found or the JSON data is invalid, it returns an empty dictionary.
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The `particle_properties` variable is initialized by calling `load_particle_properties()` when the module is imported.
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"""
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import pygame
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import json
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import random
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import time
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import numpy as np
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engine_settings = {
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'pause_sim': True,
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'enable_cursor': True,
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'enable_glow': False,
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'enable_gas_effect': True,
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'enable_debug': False,
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'enable_fps': True,
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'enable_WVisuals': False,
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'enable_PVisuals': False,
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'enable_TempVisuals': False,
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'outerwall': True,
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# 'settings': True/False
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}
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# Load particle properties from JSON file
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def load_particle_properties():
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try:
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with open('particles.json') as f:
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return json.load(f)
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except (FileNotFoundError, json.JSONDecodeError):
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print("Error loading particles.json")
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return {}
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# Load particle properties once when module is imported
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particle_properties = load_particle_properties()
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@ -8,21 +8,18 @@ This module implements a 2D particle simulation with physics, interactions, and
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Key Components:
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Key Components:
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--------------
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--------------
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1. Particle Class
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1. Particle Class
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- Handles individual particle properties and behaviors
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- Handles individual particle properties and behaviors
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- Supports multiple particle types (solid, liquid, gas)
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- Supports multiple particle types (solid, liquid, gas)
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- Manages temperature and state transitions
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2. Simulation Class
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2. Simulation Class
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- Core simulation engine
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- Core simulation engine
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- Manages particle creation, movement and interactions
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- Manages particle creation, movement and interactions
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- Handles physics calculations and spatial partitioning
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- Handles physics calculations and spatial partitioning
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- Manages temperature and state transitions
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"""
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"""
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#Load the imports.
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#Load the imports. Pygame is what makes this even work and so simple may consider other engines for performance depends on learning curve.
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from config.settings import random, time, particle_properties
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from settings import random, time, particle_properties
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from dataclasses import dataclass
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import math
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# Load particle properties from json so we know what particles we got and how they should be simulated.
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# Load particle properties from json so we know what particles we got and how they should be simulated.
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class Particle:
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class Particle:
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@ -100,7 +97,6 @@ class Simulation:
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self.wind_zones = []
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self.wind_zones = []
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self.wind = [0.0, 0.0] # Global wind vector (x, y)
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self.wind = [0.0, 0.0] # Global wind vector (x, y)
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def reset_particle_count(self):
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def reset_particle_count(self):
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self.particle_count = 0
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self.particle_count = 0
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@ -125,21 +121,7 @@ class Simulation:
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if cell_key in self.spatial_grid:
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if cell_key in self.spatial_grid:
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self.spatial_grid[cell_key].discard((x, y))
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self.spatial_grid[cell_key].discard((x, y))
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return cell_key
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return cell_key
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def _get_neighbors_from_grid(self, x, y):
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"""Get neighbors using spatial grid"""
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cell_key = self.get_cell_key(x, y)
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neighbors = []
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# Check current and adjacent cells
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for dx in [-1, 0, 1]:
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for dy in [-1, 0, 1]:
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check_key = (cell_key[0] + dx, cell_key[1] + dy)
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if check_key in self.spatial_grid:
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neighbors.extend(self.spatial_grid[check_key])
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return neighbors
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def update_spatial_grid(self): # this is where we update the spatial grid.
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def update_spatial_grid(self): # this is where we update the spatial grid.
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"""Update spatial grid for optimized collision detection"""
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"""Update spatial grid for optimized collision detection"""
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@ -154,8 +136,7 @@ class Simulation:
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cell_lists[cell_key].append((x, y))
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cell_lists[cell_key].append((x, y))
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self.spatial_grid = {k: set(v) for k, v in cell_lists.items()}
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self.spatial_grid = {k: set(v) for k, v in cell_lists.items()}
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def _check_dormant_state(self, x, y, particle):
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def _check_dormant_state(self, x, y, particle):
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key = (x, y)
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key = (x, y)
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if particle.particle_type == 'wall':
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if particle.particle_type == 'wall':
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@ -177,8 +158,7 @@ class Simulation:
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self.particle_movement_counter[key] = 0
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self.particle_movement_counter[key] = 0
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self.dormant_particles.discard(key)
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self.dormant_particles.discard(key)
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return False
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return False
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def handle_phase_transitions(self, particle, x, y): # this is where we handle all the phase transitions.
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def handle_phase_transitions(self, particle, x, y): # this is where we handle all the phase transitions.
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"""Handle all phase transitions for a particle"""
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"""Handle all phase transitions for a particle"""
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# Check evaporation
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# Check evaporation
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@ -207,7 +187,6 @@ class Simulation:
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if new_type in self.particle_properties:
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if new_type in self.particle_properties:
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self.transform_particle(x, y, new_type)
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self.transform_particle(x, y, new_type)
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def handle_particle_interactions(self, dt): # this is where we handle all the particle interactions.
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def handle_particle_interactions(self, dt): # this is where we handle all the particle interactions.
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"""Handle interactions between different particle types"""
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"""Handle interactions between different particle types"""
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for x, y in list(self.active_particles):
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for x, y in list(self.active_particles):
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@ -281,7 +260,6 @@ class Simulation:
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self.active_particles.add((new_x, new_y))
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self.active_particles.add((new_x, new_y))
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self.active_particles.discard((x, y))
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self.active_particles.discard((x, y))
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def add_wind_zone(self, x, y):
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def add_wind_zone(self, x, y):
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# Instead of creating particles, store wind zone data
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# Instead of creating particles, store wind zone data
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wind_zone = {
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wind_zone = {
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@ -321,18 +299,15 @@ class Simulation:
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fy += drag * particle.velocity[1]
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fy += drag * particle.velocity[1]
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# Check neighboring particles
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# Check neighboring particles
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neighbors = self._get_neighbors_from_grid(x, y)
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neighbors = self._get_quick_neighbors(x, y)
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for nx, ny in neighbors:
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for nx, ny in neighbors:
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if(nx, ny) != (x, y):
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if 0 <= nx < self.width and 0 <= ny < self.height:
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if 0 <= nx < self.width and 0 <= ny < self.height:
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neighbor = self.particles[nx][ny]
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neighbor = self.particles[nx][ny]
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if neighbor:
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if neighbor:
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self._apply_neighbor_forces(particle, neighbor, fx, fy)
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self._apply_neighbor_forces(particle, neighbor, fx, fy)
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return fx, fy
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return fx, fy
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def _process_particle_batch(self, batch, dt):
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def _process_particle_batch(self, batch, dt):
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updates = []
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updates = []
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new_active = set()
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new_active = set()
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@ -381,19 +356,16 @@ class Simulation:
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return new_active
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return new_active
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def _get_quick_neighbors(self, x, y):
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def _get_quick_neighbors(self, x, y):
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"""Quick neighbor lookup without full spatial grid"""
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"""Quick neighbor lookup without full spatial grid"""
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return [(x+dx, y+dy) for dx, dy in [(-1,0), (1,0), (0,-1), (0,1)]]
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return [(x+dx, y+dy) for dx, dy in [(-1,0), (1,0), (0,-1), (0,1)]]
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def _apply_neighbor_forces(self, particle, neighbor, fx, fy):
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def _apply_neighbor_forces(self, particle, neighbor, fx, fy):
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"""Optimized neighbor force calculation"""
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"""Optimized neighbor force calculation"""
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if hasattr(neighbor, 'temperature') and hasattr(particle, 'temperature'):
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if hasattr(neighbor, 'temperature') and hasattr(particle, 'temperature'):
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temp_diff = neighbor.temperature - particle.temperature
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temp_diff = neighbor.temperature - particle.temperature
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fy += temp_diff * 0.05
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fy += temp_diff * 0.05
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def ignite_particle(self, particle): # this is where we ignite the particle.
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def ignite_particle(self, particle): # this is where we ignite the particle.
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"""Handle ignition and burning of flammable particles."""
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"""Handle ignition and burning of flammable particles."""
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if hasattr(particle, 'flamability') and particle.flamability > 0.5:
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if hasattr(particle, 'flamability') and particle.flamability > 0.5:
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@ -533,7 +505,6 @@ class Simulation:
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return particle.particle_type
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return particle.particle_type
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return None
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return None
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def apply_gravity(self, dt): # this is where we apply gravity.
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def apply_gravity(self, dt): # this is where we apply gravity.
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"""Handle only gravity and basic particle movement"""
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"""Handle only gravity and basic particle movement"""
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self.spatial_grid.clear()
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self.spatial_grid.clear()
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@ -773,8 +744,7 @@ class Simulation:
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if key in self.dormant_particles:
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if key in self.dormant_particles:
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self.dormant_particles.discard(key)
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self.dormant_particles.discard(key)
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self.particle_movement_counter[key] = 0
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self.particle_movement_counter[key] = 0
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def track_tps(self):
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def track_tps(self):
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"""Track Ticks Per Second for simulation performance monitoring"""
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"""Track Ticks Per Second for simulation performance monitoring"""
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if not hasattr(self, '_tps_counter'):
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if not hasattr(self, '_tps_counter'):
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@ -796,17 +766,19 @@ class Simulation:
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def simulate_step(self, dt, engine_settings):
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def simulate_step(self, dt, engine_settings):
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"""Run simulation step with spatial grid updates"""
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"""Run a single step of the simulation"""
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self.update_spatial_grid()
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active_list = list(self.active_particles)
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active_list = list(self.active_particles)
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batch_size = 1024
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batch_size = 1000
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for i in range(0, len(active_list), batch_size):
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for i in range(0, len(active_list), batch_size):
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batch = active_list[i:i + batch_size]
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batch = active_list[i:i + batch_size]
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self._process_particle_batch(batch, dt)
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self._process_particle_batch(batch, dt)
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# Update spatial grid only when needed
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if len(self.active_particles) > 100:
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self.update_spatial_grid()
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# Update particle positions and physics
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# Update particle positions and physics
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self.apply_gravity(dt)
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self.apply_gravity(dt)
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self.apply_physics(dt, engine_settings)
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self.apply_physics(dt, engine_settings)
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@ -1,74 +0,0 @@
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"""
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#File Name: settings.py
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Global settings and imports for the project.
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This module defines various settings for the game engine, such as enabling or disabling the cursor, glow effect, gas effect, debug mode, and FPS display. It also provides a function to load particle properties from a JSON file.
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The `engine_settings` dictionary contains the configurable settings for the game engine. These settings can be used to customize the behavior of the game.
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The `load_particle_properties()` function attempts to load particle properties from a 'particles.json' file. If the file is not found or the JSON data is invalid, it returns an empty dictionary.
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The `particle_properties` variable is initialized by calling `load_particle_properties()` when the module is imported.
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"""
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import cProfile
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import pstats
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import sys
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import os
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import pygame
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import json
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import random
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import time
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import numpy as np
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engine_settings = {
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'pause_sim': True,
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'enable_cursor': True,
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'enable_glow': False,
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'enable_gas_effect': True,
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'enable_debug': True,
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'enable_fps': True,
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'enable_WVisuals': False,
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'enable_PVisuals': False,
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'enable_TempVisuals': False,
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'outerwall': False,
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# 'settings': True/False
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}
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# For particles.json loading in settings.py:
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particles_path = os.path.join(os.path.dirname(__file__), '..', 'part', 'particles.json')
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# Load particle properties from JSON file
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def load_particle_properties():
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# Load core particles
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particle_data = {}
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print(f"Loading particles from {particles_path}")
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# Core particles
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try:
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||||||
with open(particles_path, 'r') as f:
|
|
||||||
particle_data.update(json.load(f))
|
|
||||||
print(f"Loaded {len(particle_data)} core particles")
|
|
||||||
except (FileNotFoundError, json.JSONDecodeError) as e:
|
|
||||||
print(f"Error loading core particles: {e}")
|
|
||||||
|
|
||||||
# Load mods from mods directory
|
|
||||||
mods_path = os.path.join(os.path.dirname(__file__), '..', 'part', 'mods')
|
|
||||||
if os.path.exists(mods_path):
|
|
||||||
for filename in os.listdir(mods_path):
|
|
||||||
if filename.endswith('.json'):
|
|
||||||
mod_file = os.path.join(mods_path, filename)
|
|
||||||
try:
|
|
||||||
with open(mod_file, 'r') as f:
|
|
||||||
mod_data = json.load(f)
|
|
||||||
print(f"Loading mod: {filename}")
|
|
||||||
particle_data.update(mod_data)
|
|
||||||
print(f"Loaded {len(mod_data)} particles from {filename}")
|
|
||||||
except (FileNotFoundError, json.JSONDecodeError) as e:
|
|
||||||
print(f"Error loading mod {filename}: {e}")
|
|
||||||
|
|
||||||
return particle_data
|
|
||||||
|
|
||||||
# Load particle properties once when module is imported
|
|
||||||
particle_properties = load_particle_properties()
|
|
||||||
__all__ = ['pygame', 'np', 'random', 'time', 'engine_settings', 'particle_properties', 'cProfile', 'pstats', 'sys', 'os']
|
|
||||||
|
|
||||||
@ -1,49 +0,0 @@
|
|||||||
{
|
|
||||||
"wsand": {
|
|
||||||
"name": "Wet Sand",
|
|
||||||
"size": 1,
|
|
||||||
"hardness": 0.5,
|
|
||||||
"color": [200, 200, 25, 255],
|
|
||||||
"velocity": 0.5,
|
|
||||||
"mass": 0.5,
|
|
||||||
"conductivity": 0,
|
|
||||||
"heat_capacity": 1,
|
|
||||||
"flamability": 0.8,
|
|
||||||
"temperature": 20,
|
|
||||||
"explosive": false,
|
|
||||||
"explosion_radius": 0,
|
|
||||||
"explosion_color": [0, 0, 0],
|
|
||||||
"friction": 0.5,
|
|
||||||
"viscosity": 0.3,
|
|
||||||
"pressure": 0,
|
|
||||||
"melt": "sand",
|
|
||||||
"melt_temperature": 100,
|
|
||||||
"conductive": false,
|
|
||||||
"liquid": false,
|
|
||||||
"solid": true,
|
|
||||||
"is_gas": false
|
|
||||||
},
|
|
||||||
"ultratanium": {
|
|
||||||
"name": "Ultra Tanium",
|
|
||||||
"size": 1,
|
|
||||||
"hardness": 1000,
|
|
||||||
"velocity": 0.1,
|
|
||||||
"conductivity": 1,
|
|
||||||
"heat_capacity": 1,
|
|
||||||
"color": [255, 200, 255, 255],
|
|
||||||
"pressure": 100,
|
|
||||||
"explosive": true,
|
|
||||||
"explosion_radius": 15,
|
|
||||||
"explosion_color": [
|
|
||||||
255,
|
|
||||||
0,
|
|
||||||
255
|
|
||||||
],
|
|
||||||
"temperature": 10000,
|
|
||||||
"conductive": true,
|
|
||||||
"liquid": true,
|
|
||||||
"solid": true,
|
|
||||||
"is_gas": true,
|
|
||||||
"special": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Loading…
x
Reference in New Issue
Block a user