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PoC2_zombie_gui.py
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PoC2_zombie_gui.py
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"""
Zombie Apocalypse mini-project
Click "Mouse click" button to toggle items added by mouse clicks
Zombies have four way movement, humans have eight way movement
"""
import simplegui
# Global constants
EMPTY = 0
FULL = 1
HAS_ZOMBIE = 2
HAS_HUMAN = 4
FOUR_WAY = 0
EIGHT_WAY = 1
OBSTACLE = 5
HUMAN = 6
ZOMBIE = 7
CELL_COLORS = {EMPTY: "White",
FULL: "Black",
HAS_ZOMBIE: "Red",
HAS_HUMAN: "Green",
HAS_ZOMBIE|HAS_HUMAN: "Purple"}
NAME_MAP = {OBSTACLE: "obstacle",
HUMAN: "human",
ZOMBIE: "zombie"}
# GUI constants
CELL_SIZE = 10
LABEL_STRING = "Mouse click: Add "
class ApocalypseGUI:
"""
Container for interactive content
"""
def __init__(self, simulation):
"""
Create frame and timers, register event handlers
"""
self._simulation = simulation
self._grid_height = self._simulation.get_grid_height()
self._grid_width = self._simulation.get_grid_width()
self._frame = simplegui.create_frame("Zombie Apocalypse simulation",
self._grid_width * CELL_SIZE,
self._grid_height * CELL_SIZE)
self._frame.set_canvas_background("White")
self._frame.add_button("Clear all", self.clear, 200)
self._item_type = OBSTACLE
label = LABEL_STRING + NAME_MAP[self._item_type]
self._item_label = self._frame.add_button(label,
self.toggle_item, 200)
self._frame.add_button("Humans flee", self.flee, 200)
self._frame.add_button("Zombies stalk", self.stalk, 200)
self._frame.set_mouseclick_handler(self.add_item)
self._frame.set_draw_handler(self.draw)
def start(self):
"""
Start frame
"""
self._frame.start()
def clear(self):
"""
Event handler for button that clears everything
"""
self._simulation.clear()
def flee(self):
"""
Event handler for button that causes humans to flee zombies by one cell
Diagonal movement allowed
"""
zombie_distance = self._simulation.compute_distance_field(ZOMBIE)
self._simulation.move_humans(zombie_distance)
def stalk(self):
"""
Event handler for button that causes zombies to stack humans by one cell
Diagonal movement not allowed
"""
human_distance = self._simulation.compute_distance_field(HUMAN)
self._simulation.move_zombies(human_distance)
def toggle_item(self):
"""
Event handler to toggle between new obstacles, humans and zombies
"""
if self._item_type == OBSTACLE:
self._item_type = ZOMBIE
self._item_label.set_text(LABEL_STRING + NAME_MAP[ZOMBIE])
elif self._item_type == ZOMBIE:
self._item_type = HUMAN
self._item_label.set_text(LABEL_STRING + NAME_MAP[HUMAN])
elif self._item_type == HUMAN:
self._item_type = OBSTACLE
self._item_label.set_text(LABEL_STRING + NAME_MAP[OBSTACLE])
def add_item(self, click_position):
"""
Event handler to add new obstacles, humans and zombies
"""
row, col = self._simulation.get_index(click_position, CELL_SIZE)
if self._item_type == OBSTACLE:
if not self.is_occupied(row, col):
self._simulation.set_full(row, col)
elif self._item_type == ZOMBIE:
if self._simulation.is_empty(row, col):
self._simulation.add_zombie(row, col)
elif self._item_type == HUMAN:
if self._simulation.is_empty(row, col):
self._simulation.add_human(row, col)
def is_occupied(self, row, col):
"""
Determines whether the given cell contains any humans or zombies
"""
cell = (row, col)
human = cell in self._simulation.humans()
zombie = cell in self._simulation.zombies()
return human or zombie
def draw_cell(self, canvas, row, col, color="Cyan"):
"""
Draw a cell in the grid
"""
upper_left = [col * CELL_SIZE, row * CELL_SIZE]
upper_right = [(col + 1) * CELL_SIZE, row * CELL_SIZE]
lower_right = [(col + 1) * CELL_SIZE, (row + 1) * CELL_SIZE]
lower_left = [col * CELL_SIZE, (row + 1) * CELL_SIZE]
canvas.draw_polygon([upper_left, upper_right,
lower_right, lower_left],
1, "Black", color)
def draw_grid(self, canvas, grid):
"""
Draw entire grid
"""
for col in range(self._grid_width):
for row in range(self._grid_height):
status = grid[row][col]
if status in CELL_COLORS:
color = CELL_COLORS[status]
if color != "White":
self.draw_cell(canvas, row, col, color)
else:
if status == (FULL | HAS_HUMAN):
raise ValueError, "human moved onto an obstacle"
elif status == (FULL | HAS_ZOMBIE):
raise ValueError, "zombie moved onto an obstacle"
elif status == (FULL | HAS_HUMAN | HAS_ZOMBIE):
raise ValueError, "human and zombie moved onto an obstacle"
else:
raise ValueError, "invalid grid status: " + str(status)
def draw(self, canvas):
"""
Handler for drawing obstacle grid, human queue and zombie queue
"""
grid = [[FULL] * self._grid_width for
dummy_row in range(self._grid_height)]
for row in range(self._grid_height):
for col in range(self._grid_width):
if self._simulation.is_empty(row, col):
grid[row][col] = EMPTY
for row, col in self._simulation.humans():
grid[row][col] |= HAS_HUMAN
for row, col in self._simulation.zombies():
grid[row][col] |= HAS_ZOMBIE
self.draw_grid(canvas, grid)
# Start interactive simulation
def run_gui(sim):
"""
Encapsulate frame
"""
gui = ApocalypseGUI(sim)
gui.start()