The couple other questions related to this were solved by moving a draw event out of a loop it shouldn't be in. I don't have this issue though. Any help would be greatly appreciated!
Python: 3.8
Pygame: 1.9.6
If you need to test play:
Run the game. Draw on the screen to place live cells. Click 'R' to start. You can also click 'S' after starting to stop and draw again, but you'll have to wait a few generations after clicking before it actually stops (due to the same lag I assume).
import pygame
import numpy
class Game():
def __init__(self):
self.Run()
def GetAdj(self, x, y):
nb = 0
for c in range (-1, 2):
for r in range (-1, 2):
if r == 0 and c == 0:
pass
else:
nposx = x + r
nposy = y + c
if nposx < len(self.pixels):
if nposy < len(self.pixels[nposx]):
if self.pixels[nposx][nposy] == 1:
nb += 1
return nb
def NextGeneration(self):
newGeneration = numpy.zeros(self.ScreenWidth//2, self.ScreenHeight//2, dtype=int)
for x, c in enumerate(self.pixels):
for y, cell in enumerate(c):
nbrs = self.GetAdj(x, y)
if cell == 1:
if nbrs in [2, 3]:
newGeneration[x][y] = 1
else:
if nbrs == 3:
newGeneration[x][y] = 1
self.pixels = newGeneration
def DrawBG(self):
black = (0,0,0)
white = (255,255,255)
self.bg.fill(black)
for c in range(self.ScreenWidth // self.cellsize):
for r in range(self.ScreenHeight // self.cellsize):
if self.pixels[c][r] == 1:
pygame.draw.rect(self.bg, white, (c*self.cellsize, r*self.cellsize, self.cellsize, self.cellsize))
def Run(self):
pygame.init()
self.ScreenHeight = 720
self.ScreenWidth = 1280
self.ScreenSize = (self.ScreenWidth, self.ScreenHeight)
screen = pygame.display.set_mode(self.ScreenSize)
self.bg = pygame.Surface(self.ScreenSize)
clock = pygame.time.Clock()
mousedown = False
self.pixels = numpy.zeros(self.ScreenWidth//2, self.ScreenHeight//2, dtype=int)
self.cellsize = 10
stage = 'Draw'
running = True
while running:
clock.tick(60)
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
running = False
if stage == 'Draw':
for event in events:
if event.type == pygame.MOUSEBUTTONUP and mousedown:
mousedown = False
elif event.type == pygame.MOUSEBUTTONDOWN:
mousedown = True
elif event.type == pygame.MOUSEMOTION and mousedown and stage == 'Draw':
mposx, mposy = pygame.mouse.get_pos()
self.pixels[mposx//self.cellsize][mposy//self.cellsize] = 1
elif event.type == pygame.KEYDOWN and event.key == pygame.K_r:
stage = 'Run'
self.NextGeneration()
elif stage == 'Run':
for event in events:
if event.type == pygame.KEYDOWN and event.key == pygame.K_s:
stage = 'Draw'
self.NextGeneration()
self.DrawBG()
screen.blit(self.bg, (0,0))
pygame.display.flip()
if __name__ == "__main__":
Game()