So I tried creating Conway's game of life in python with pygame. I made this without watching any tutorials, which is probably why it is so broken. It seems to be working fine, but when I creates a glider it seems to just break after a few generations. I looked at some other posts about my problem and added their solutions but that didn't make it work either. I know this is a lot to ask for, but can someone at least identify the problem.
Here is my code. I expected the glider to function as do they are supposed to, but it ended up just breaking in a few generations
Code: main.py:
from utils import *
from grid import Grid
running = True
t = Grid(30)
while running:
pygame.display.set_caption(f'Conways Game of Life <Gen {t.generations}>')
clock.tick(200)
screen.fill(background_colour)
if not t.started:
t.EditMode()
else:
t.Update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.flip()`
grid.py:
import cell
from utils import *
class Grid:
def __init__(self, size):
self.cells = []
self.cellSize = size
self.generations = 0
self.tick = 1
self.started = False
self.GenerateGrid()
def GenerateGrid(self):
x, y = 0, 0
while y < screen.get_height():
while x < screen.get_width():
c = cell.Cell(self, (x,y), self.cellSize)
self.cells.append(c)
x+=self.cellSize
x = 0
y+=self.cellSize
def EditMode(self):
self.Draw()
if self.started:
return
for cell in self.cells:
if pygame.mouse.get_pressed()[0]:
if cell.rect.collidepoint(pygame.mouse.get_pos()):
cell.state = 1
if pygame.mouse.get_pressed()[2]:
if cell.rect.collidepoint(pygame.mouse.get_pos()):
cell.state = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_RETURN]:
self.started = True
def Draw(self):
for cell in self.cells:
cell.Draw()
def Update(self):
self.Draw()
self.tick -= 0.05
if self.tick < 0:
for cell in self.cells:
cell.UpdateState()
for cell in self.cells:
cell.state = cell.nextState
self.tick = 1
self.generations+=1
cell.py
from utils import *
class Cell:
def __init__(self, grid, position:tuple, size):
self.grid = grid
self.size = size
self.position = pygame.Vector2(position[0], position[1])
self.rect = pygame.Rect(self.position.x, self.position.y, self.size, self.size)
self.state = 0
self.nextState = self.state
def Draw(self):
pygame.draw.rect(screen, (0,0,0), self.rect)
if self.state == 0:
pygame.draw.rect(screen, (23,23,23), (self.position.x+4, self.position.y+4, self.size-4, self.size-4))
else:
pygame.draw.rect(screen, (255,255,255), (self.position.x+4, self.position.y+4, self.size-4, self.size-4))
def UpdateState(self):
rect = pygame.Rect(self.position.x-self.size, self.position.y-self.size, self.size*3, self.size*3)
pygame.draw.rect(screen, (0,0,0), rect)
targetCells = []
for c in self.grid.cells:
if rect.colliderect(c.rect):
targetCells.append(c)
livingAmt = 0
for c in targetCells:
if c.rect.x == self.rect.x and c.rect.y == self.rect.y:
continue
if c.state == 1:
livingAmt+=1
if self.state == 1:
if livingAmt > 3 or livingAmt <2:
self.nextState = 0
if self.state ==0:
if livingAmt == 3:
self.nextState =1
utils.py
import pygame
background_colour = (23, 23, 23)
screen = pygame.display.set_mode((900, 900))
clock = pygame.time.Clock()
running = True
Your function UpdateState
both counts a cell's neighbors and updates the cell's state. Since you call that function in a loop, both are done together, which does not work, as explained here. You must split the "count" phase from the "update state" phase.